This material? How to

Hi I have been going through the work of this talented artist:

I am curious and interested in achieving this material:

It seems to be a subsurface scattering material. I am on the right track? I am not sure how to give a fluorescent tint to the material. Might have some emission in it?

Thank you

SSS + Diffuse + Normal Map. This is not fluorescent tint, this is only Color Bleeding.

I gave it a try with Translucency:

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You are right I tried to approach it with my fairly low knowledge and I believe I am close.

I use the principle shader with some sss. I am still trying to understand the radious parameter I read a lot about it and followed some videos. I understand the idea behind it I do not understand why it is present since we already have the color option for SSS. I guess it works as an override to it by channeling the RGB values.

I also added a volume scatter node to the volume socket in the output . I am not sure if it makes a noticeable effect. I just saw that luxcore sometimes shows sss materials + volume scatter to give a second layer of information .

What do you think…I am starting to feel that its more about the scene lighting than the complexity of the material.

Thank you! It looks close but I guess its more about the lighting. You might be correct in using the transulcent instead of the sss. I am looking carefully to the ref render and it does not seem to have a noticeable sss. I can not perceive any particular effect in the thinner areas of the mesh that he render. I can see there is a different type of diffuse in cavity areas…but this might be achievable with an ambient oclussion node…But honestly can not perceive the sss in the render. Although I like the effect with the sss in my attempt.

SSS must be good too, I just wanted to test a simple solution :wink: I guess the tricky thing is the green reflection inside

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The radius is in BU (Blender units).IE I have made a gum material for teeth rendering and set the radius to 1.1.1 with random walk SSS.The reason is,that way the teeth at the thinner parts of the gum can be visible in a more neutral way (the white of the teeths, is not be colored that much then).the blood color of the gum came from the volumetric scatter and absorption.

There a many ways you can use its radius.Another is to restrict the radius how deep a color(RGB) should be go.(independent of the SSS color(RGB) you set)

The radius setting affects how far/deep red, green, and blue light spectrums penetrate the surface. As an example, for human skin the xyz to rgb is R=1.0 G=0.35 B=0.2. This reflects red light rays pentrating deepest.
In older SSS shading models this was simulated using a 3-layer approach where you could plug in different colour maps to control the effect(Vray still uses this model with the old Arnold shader plugin ALsurfaceshaders)

I see on YT guy which simply plug RGB node in SSS radius slot. He chose color which he want. In his example this work, I once try it… and think that I need more experiments. So you can give a try. C4D have similar approach to SSS… very unintuitive if you ask me :crazy_face:

Thank you for your answers to all.
I understand that the radius has the RGB channels where one decide which color become present in the sss, but isn’t this the sss color? Lets say you move the parameters of RGB to 0,1 0,5 0,8 that at the end is one color I thought that color should be the sss color…

I know I am wrong in my logic and there must be a physical theory behind it. In my mind it just comes a layer of complexity that I could add to any parameter. Why diffuse color does not have Diffuse color and then an RGB parameter…In a way I can not see why there is a parameter of color overriding a parameter of other sss color… But I am aware it has to do with me hahaha probably using keyshot for a long time I expect simpler things ahahah

Think about the SSS color like the material color or diffuse skin color.Then the radius how deep each RGB should scatter.
IE, you have a light blueish alien SSS color and the sss radius is like blood .this way (depends how strong your SSS is set ofcourse)you get a blueish skin color that goes over to a blood color with thinner volume thickness and light direction.The results gets variation depending on the SSS mode(random walk vs cubic ect)

here the alien blue example with standard blood radius

here with principled shader


same with 0.5 SSS weight,you can see how the base color gets mixed by 50%

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I am at work now, but I think I found the reason of my confusion. I will get back later . Good day to everybody

Ok I think I am understanding better that the SSS color is the diffuse of the sss, but the actual “bleeding” of the color is the radius? Not sure if bleeding is the word, but the color that stands out on thinner areas.

yes, like the artist has explaned

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Yes , but in this explanation the sss color was not mentioned. My main confusion was the relationship between diffuse, sss color and sss radius how the interact with each other.

Like you can see in the testrender above.in the principled shader you have base color, SSS color and SSS radius.

If you increase the SSS then the blend from base color goes to SSS color.if you increase to full SSS then the full SSS color is blended in.

Then the SSS Radius value is the RGB or XYZ value, how deep the light can be scattered (at full SSS).

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Thank you a lot !