Materials in Unreal Engine 143
(with a higher Tessellation M ultiplier) is compared to the leftmost ob je ct ( w ith much
lower values fo r the Tessellation Multip lier channel). By using both the Tessella-
tion Multiplier c hannel and the World Displacement channel you can create very
complicated geometry directly f rom your materials.
There are three Tessellation settings, as shown in Table 4.2. The table presents a
detailed description of each Tessellation option available on the Details Panel
of the material node in Unreal Engine’s material editor.
FIGURE 4.19: The effects of Subsurface Color channel on materials. F rom left: the first ma-
terial uses the Lit shading model and no subsurface color is active. The material on the second
mesh has the Subsurface shading model with nothing applied to its Sub surface Color chan-
nel. The third material has a red color (R:0.2, G:0.0, B:0.0) applied to its subsurface channel
with the same Base Color as the first material. The last material only has the red subsurface
color (as in the third material) but no Base Color.
Subsurface Color
The Subsurface Color Channel allows you to add a color or texture that shifts the
color of the material as lig ht passes thr ough the surface. This effect is similar to
“mother of pearl,” as you will see different colors dep ending on how you are looking
at the material. Note that this channel is only available when using a Sub surface
shading model (see Figure 4.20).
The subsurface shading model simulates the effect of subsurface scattering, a phe-
nomenon in which the light penetrates the surface of an object and diffuses through
it. Objects such as ice, wax and skin present this effect most visibly. To simulate this
effect, the subsu rface color allows th e light to pass through the m aterial and diffuse
the subsurface color of the material in the lighting calculations.
Figure 4.21 shows the effect of subsurface scatter on a material without the sub-
surface channel (left) and with the subsurface chann el (right). Notice how solid the
object to the le ft looks, as its lighting is calculated by the Lit shading model. This
does not allow for th e light to pe netrate the object, and all light rays that hit the sur-
face of the object reflect back or get absorbed by the object. The object to the right
uses the Subsurface shading model. As such, some of the light penetrates the ob-