You could use masks that go into the opacity channel to replicate this effect. It can be some work to do that for many models. I don't know if you could do that node based in UE5 and I haven't worked with ray tracing in UE yet.
I did a new material applied the same textures and followed the same steps but I have no subsurface and also there are no "global scalar parameter values" tab anywhere. I have those parameters but definitely not the tab and also they don't do anything remotely close to what you showed. 😕
Hey, the Global Scalar Parameter Values only appears in the material instance and only if you converted your scalars into parameters, this is very important. Is there no Subsurface/Transluceny/Opacity input in your material node at all? Which version of UE are you using?
OK. So I managed to get a result, although very poor comparing with Blender Cycles. Since SSS is distance based- I had to actually increase the "brightness" value to around 15 in order to get something. I haven't worked with Unreal for 15 years so I would have expected something way more impressive from them , especially after so much advertisement ... But nope :))
Many artists are good at what they do. Far fewer are as similarly adept when it comes time to explain it. You, sir, stand out in both categories -
Thank you a lot! I really appreciate it :)
Tip: If you are using subsurface profile in Unreal, you have to specify a subsurface profile asset in the shader, or it doesn't do anything
tnx bro) u really help me!
You're welcome :)
very good stuff
Thank you so much!!
Cool video, bravo dude! ;)
Thank you so much :)
Keep it up bro!
I will! Thank you for watching :)
Any way i can control the back scatter based on thickness of geometry with ray-trace in UE5? Whole object bright up for me right now
You could use masks that go into the opacity channel to replicate this effect. It can be some work to do that for many models. I don't know if you could do that node based in UE5 and I haven't worked with ray tracing in UE yet.
I did a new material applied the same textures and followed the same steps but I have no subsurface and also there are no "global scalar parameter values" tab anywhere. I have those parameters but definitely not the tab and also they don't do anything remotely close to what you showed. 😕
Hey, the Global Scalar Parameter Values only appears in the material instance and only if you converted your scalars into parameters, this is very important. Is there no Subsurface/Transluceny/Opacity input in your material node at all? Which version of UE are you using?
OK. So I managed to get a result, although very poor comparing with Blender Cycles. Since SSS is distance based- I had to actually increase the "brightness" value to around 15 in order to get something.
I haven't worked with Unreal for 15 years so I would have expected something way more impressive from them , especially after so much advertisement ... But nope :))
@@mihailspil-haufter No since Unreal doesn't use physically correct Ray Tracing it doesn't work that good, but nice you got a result anyway
Sets material to Subsurface Profile. Doesn't make profile. "Yeah, there's not a whole lot you can do with this one so I'd recommend not using it..."