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    Sub Surface Scattering

    Hi, I'm just wondering about SSS.
    I seen a couple videos where software's use it for rendering the skin, etc..
    Not useful in my case unless it's rendered to texture for export as a map in the game engine.
    I would think this is done in the Unreal material editor for skin, plants, wax, etc..but may be wrong..........
    Or both a custom map with the material network for SSS in Unreal? IDK...
    IDK too much about it and I don't have Unreal installed to check at the moment.
    I've been learning outside the game engine for awhile!!!
    Appreciate any comments or suggestions thx...

    #2
    What you want is the subsurface shading model for materials.

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      #3
      Ya, I read really quick earlier. I don't think it states anything about masks or textures that are actual SSS maps.
      So it's all engine based? Just wondering why they would go to all the trouble in Blender, Cinema 4D etc..then For rendering/baking for images IDK. Will have to search awhile more...

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        #4
        Oh it just hit me though that they were not painting so it is all combined as there material for export to a game engine as there skin shader. Got it!!
        So I'm wondering about plants now :/
        Maybe the SSS would work fine with any material once in the game engine.????
        Maybe Unreal has a skin shader tutorial somewhere or material download?

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          #5
          Thanks though. I will take a better look and see how there shader is built for import.......

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            #6
            I'm not quite sure what you mean but I'm assuming you want to import Shader from other software? That's not possible right now, Unreal is a Realtime solution whereas Blender, Cinema4D, Maya, Max etc. are all non-realtime (offline) renderers. To achieve this, Unreal uses much simpler rendering methods that aren't compatible with these programs.

            You can use them to generate maps though. You generate a various textures to assist with SSS in your image-editing program or 3D Package, such as masks and colour maps etc. UE's Material Editor is very powerful, in some ways much more powerful than even the offerings from the non-realtime software. It pays to get a good understanding of it Good optimized shaders = Good, optimized graphics!

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