Documentation→ReferenceIngredients→Surface/Sub Surface Scattering





The sub surface scattering ingredient scatters light through the mesh.

It has two extremely different types - The Scattering Sandwich, and Ad-Hoc Translucency - that can be navigated using the side arrows next to the preview image.

The Scattering Sandwich:

Scale - How far light scatters through the surface; the scale isn't measured in real world co-ordinates, however can be converted to them using some extra data (don't worry, tutorial coming soon on that!).

RGB Scattering - The color beneath the surface.

Fringing - How much color should be taken from the surface and given to the sub-surface - for example causing blue fringing around where red sub surface scattering appears.


Scatter Shadows - Should shadows be scattered and blurred too?

Relative/World Size - The scale of the SSS in world space.

Relative Size/World Size - Should the size of the shadow scattering scale with the Scale setting, or be independant.


Light Radius - Sets the light radius...

Use Ambient - When off ambient and indirect lighting is disabled.


High/Medium/Low - Sets the primary quality of the ingredient - Medium will tend to turn grey at larger Scales, and Low has faster/less accurate shadow scattering.

Surface Quality - The SSS has an iterative part that works to reduce banding, this defines how many iterations to run.



Shadow Quality - How many shadow samples to take when blurring.