Multi-Use Subsurface Material

M_SSS

M_SSS is a subsurface scattering material that can use a second UV channel for alpha card functionality. It’s intended use is for environment materials that need a light scattering effect such as mushrooms and other foliage types.

Index

  • [UV0] - For the base material can be used alone as a basic SSS material

  • [UV1] - The second UV channel to be used for alpha cards or extra UV space

Texture Maps

[UV 0] & [UV 1]

  • Diffuse: RGB - BaseColour, A: Opacity

  • ARM: A - AO, R: Roughness, M: Metallic, A: Scattering

  • N: Normal

Colours

Shown below are [UV0] options, when Add [UV1] is enabled the same options for [UV1] will appear below the [UV0] options.

Switches

1. UV Controls for [UV 0] & [UV1]

  • Tile U&V Coordinates

  • Offset U&V Coordinates

  • Rotation Centre

    • Based off of a 3 vector RGB

    • Default R: 0.5 G: 0.5 B: 0 is centre of UV

  • UV Rotation Angle

    • Enter 0-1 value for rotation. A value of 1 equals a 360 degree turn.

  • Texture Panning

    • Enabling this option will give you access to Panning Speed

2. Fresnel

  • Fresnel Colour is the solid colour for the fresnel

  • Fresnel Colour is blended with BaseColour will blend the base colour with the fresnel colour

    • Fresnel Colour Blend Strength 0 is full base colour map 1 is solid fresnel colour

  • Invert Fresnel will invert the placement of the fresnel

  • Fresnel Softness controls the Exponent

  • Fresnel Intensity controls the Base Reflect Fraction

  • Fresnel Strength multiplies the effect of the fresnel

  • Fresnel Uses Normal will change the normal from pixel normal to a blended normal and pixel worldspace normal.

    • Fresnel Normal Strength how strong the normal map effect is

3. Emissive Material

  • Turns on the emissive channel default strength: 0.1

  • To adjust strength turn on Material Adjustments

4. Material Adjustments

Material adjustments are global to the material

  • Emissive Strength is available if Emissive switch is on

  • Roughness Intensity

  • Metallic Intensity

  • Scattering Intensity

5. Add [UV1]

  • Add [UV1] will enable all secondary UV texture maps and parameters

    • Adds switch option for UV Controls for [UV1]

      • The same options as UV Controls for [UV0]

    • Adds colour options for [UV1]

Material Graph

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M_POM