Create a "diffusion" material, like cinema/stage filters

Hi all !

Well, basically, I’m trying to recreate the Hotline Bling music video environment under UE4 (I’m using UTEditor 4.8.0, the last one).
I tried various things to get that luminous feel, but that’s very difficult. For now, I did this (yes that’s pretty ugly, and the dimensions are not the same (oh, and the sky is just for testing purpose) ) :

http://image.noelshack.com/fichiers/2015/45/1447001258-blingbling.jpg

Based on this frame :

http://image.noelshack.com/fichiers/2015/45/1447000557-blingblingreal.jpg

I used a very simple pink emissive material, spotlights for the orange tint, and did basic color corrections with the post process volume. The problem is that the spotlights are visible on the floor (because they are placed in front of the walls, and not behind, like in the video).
I think that creating a material looking like diffusion filters used for cinema/stage lights could maybe recreate the same effect. Do you know how to do this ? Or maybe I’m totally wrong, if you have another idea, don’t hesitate :wink: (knowing that I would like to have dynamic lights, like in the music video).

Thanks !

PS: The walls are rectangles, and not one-sided meshes.

Have you tried messing with the various sub surface shading models?

Hey ! Thank you very much for your answer !

You’re right, I finally succeeded to create something not that bad, thanks to Subsurface material (that’s always not really it) :

http://image.noelshack.com/fichiers/2015/46/1447256305-blingbling2.jpg

But I always have a problem with the lights. If I’m moving, the lights don’t look the same at all :

http://i.imgur.com/Wmixqdm.gif

You can also see that the exterior faces of the walls don’t have this light problem. Strange.
Here is a light plan :

http://image.noelshack.com/fichiers/2015/46/1447258601-blingblingplanlumiere.jpg

Thanks for the help !