As you know currently the skin shader in Unreal Doesn’t have Back scattering. So this is my method for a workaround, (Please note that i’m relatively still new to Unreal and I’m not a programmer) but coming from an animation/art background this is what I could do so far with the tools as i understood them in order to push our characters further.
I feel some of you guys out there can pitch in with better and more elegant ways of going about this, so please feel free to share any ideas you may have!
- I was hoping to avoid a rig-like setup in this case and just have a material setup with a proper mask, but i reached a dead end there since i couldn’t find a way to create a clean mask in the material alone that was facing the light direction without resorting to the sphere mask and this setup. I got close with another setup that includes pixelnormals and that worked overall but Pixelnormals created shadow cavities and that wasn’t working with what we are trying to achieve. If only there was a way to remove the cavities, that would’ve been a better setup IMHO.
*Gifs may take a bit to load, sorry.