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Manual 1.0 Manual 0.9.23
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Subsurface Scattering Material

Subsurface Scattering Material

Updated: 4 Nov 2024

TBC

Method #

Subsurface Scattering is a technique that simulates how light penetrates the surface of translucent materials (like skin, milk, or wax), scatters within the material, and then exits at a different point. This effect creates a softer, more realistic appearance, especially for materials with depth, where light interacts below the surface.

This material needs the Path tracer node to function.

The output material can be applied to any node which accepts a material input, such as 3D ObjectsParticle Trails, or a Procedural Raytracer.

Parameters

ParameterDetails
Material Preview Toggle a preview of the Material on a sphere in the Viewport
ParameterDetails
BSDF TBC
Colour TBC
Brightness TBC
Specular Intensity TBC
Specular Colour TBC
Specular Anisotropy TBC
Specular Falloff TBC
Diffuse Fresnel TBC
Metallicness TBC
Roughness TBC
Normal Map Mode TBC
  • Off : TBC
  • Tangent Space : TBC
  • Object Space : TBC
Use Displacement TBC
  • Off : TBC
  • On : TBC
Opacity Mode TBC
  • Solid : TBC
  • Blend : TBC
  • Clip : TBC
Translucency TBC
  • Subsurface Scattering : TBC
  • Single Sided SSS : TBC
Absorption Colour TBC
Subsurface Weight TBC
Subsurface Scatter Radius TBC
Ambient Occlusion TBC
  • Off : TBC
  • On : TBC
Textures TBC
Colour Texture TBC
Specular Map TBC
Roughness Map TBC
Normal Map TBC
Displacement Map TBC
Subsurface Colour Map TBC
Subsurface Weight Map TBC
UV Texture Filter Mode TBC
  • Point : TBC
  • Bilinear : TBC
  • Anisotropic : TBC
  • Bicubic : TBC
  • Oversampling : TBC
Texture Mip Bias TBC
UVs TBC
Colour Texture UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Specular Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Roughness Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Normal Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Displacement Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Subsurface Colour Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Subsurface Weight Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
UV Scale X TBC
UV Scale Y TBC
UV Offset X TBC
UV Offset Y TBC
Diffuse UV Scale X TBC
Diffuse UV Scale Y TBC
Diffuse UV Offset X TBC
Diffuse UV Offset Y TBC
Texture Wrap Mode U TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
Texture Wrap Mode V TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
Diffuse Texture Filter Mode TBC
  • Point : TBC
  • Bilinear : TBC
  • Anisotropic : TBC
  • Bicubic : TBC
  • Oversampling : TBC
Diffuse Texture Wrap Mode U TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
Diffuse Texture Wrap Mode V TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
UV Remap Filtering TBC
Lighting TBC
Reflections Mode TBC
  • Full Reflections : TBC
  • Env Map : TBC
  • Off : TBC
Shadows TBC
  • Cast + Receive : TBC
  • Cast : TBC
  • Receive : TBC
  • Off : TBC
Raytracing Settings TBC
  • Use Global Settings : TBC
  • Override : TBC
Max. Diffuse Depth TBC
Max. Glossy Depth TBC
Max. Refraction Depth TBC
Geometry TBC
Polygon Sidedness TBC
  • Front : TBC
  • Back : TBC
  • Double Sided : TBC
Flip Polygons TBC
Smoothing Angle TBC
Wireframe TBC
FX TBC
Glow TBC
Vertex Colours TBC
Vertex Colours - Apply To Colour TBC
  • No : TBC
  • Multiply by RGB : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC
Vertex Colours - Apply To Alpha TBC
  • No : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC
Vertex Colours - Apply To Roughness TBC
  • No : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC

Inputs

NameDescriptionTypical Input
Colour TextureTBCTBC
Diffuse TextureTBCTBC
Specular MapTBCTBC
Emissiveness MapTBCTBC
Metallicness MapTBCTBC
Roughness MapTBCTBC
Normal MapTBCTBC
Displacement MapTBCTBC
Alpha MapTBCTBC
Ambient Occlusion MapTBCTBC
Subsurface Colour MapTBCTBC
Subsurface Weight MapTBCTBC
Composite NodesTBCTBC
MappingTBCTBC
Colour RTBCTBC
Colour GTBCTBC
Colour BTBCTBC
Colour ATBCTBC
ColourTBCTBC
Specular Colour RTBCTBC
Specular Colour GTBCTBC
Specular Colour BTBCTBC
Specular Colour ATBCTBC
Specular ColourTBCTBC
Rim Lighting Colour RTBCTBC
Rim Lighting Colour GTBCTBC
Rim Lighting Colour BTBCTBC
Rim Lighting Colour ATBCTBC
Rim Lighting ColourTBCTBC
Absorption Colour RTBCTBC
Absorption Colour GTBCTBC
Absorption Colour BTBCTBC
Absorption Colour ATBCTBC
Absorption ColourTBCTBC
Shadow Catcher Colour RTBCTBC
Shadow Catcher Colour GTBCTBC
Shadow Catcher Colour BTBCTBC
Shadow Catcher Colour ATBCTBC
Shadow Catcher ColourTBCTBC
Diffuse Coat RTBCTBC
Diffuse Coat GTBCTBC
Diffuse Coat BTBCTBC
Diffuse Coat ATBCTBC
Diffuse CoatTBCTBC
BrightnessTBCTBC
Specular IntensityTBCTBC
AlphaTBCTBC
MetallicnessTBCTBC
RoughnessTBCTBC
Specular FalloffTBCTBC
Specular AnisotropyTBCTBC
Diffuse FresnelTBCTBC
EmissivenessTBCTBC
Emissive ScatteringTBCTBC
DensityTBCTBC
GlowTBCTBC
Baked Diffuse IntensityTBCTBC
Alpha Sort BiasTBCTBC
Normal Map IntensityTBCTBC
Normal SmoothnessTBCTBC
Smoothing AngleTBCTBC
Motion Blur Velocity ScaleTBCTBC
DisplacementTBCTBC
Displacement OffsetTBCTBC
Rim Lighting IntensityTBCTBC
Rim Lighting FalloffTBCTBC
Subsurface Scatter RadiusTBCTBC
Subsurface WeightTBCTBC
Shadow Catcher BlendTBCTBC
Parallax AmountTBCTBC
UV Scale XTBCTBC
UV Scale YTBCTBC
UV Offset XTBCTBC
UV Offset YTBCTBC
Diffuse UV Scale XTBCTBC
Diffuse UV Scale YTBCTBC
Diffuse UV Offset XTBCTBC
Diffuse UV Offset YTBCTBC
Texture Mip BiasTBCTBC
Refraction IORTBCTBC
AberrationTBCTBC
Transparent DiffuseTBCTBC
AbsorptionTBCTBC
Toon Diffuse LevelsTBCTBC
Toon Specular LevelsTBCTBC
Toon Diffuse GradientTBCTBC
Toon Specular GradientTBCTBC