This effect mimics real subsurface scattering by blurring the diffuse lighting in screen space.
- Number of samples to compute the scattering effect.
- Jitter Threshold
- For the effect to be efficient, samples need to be coherent and not random. This can lead to a cross shaped pattern when the scattering radius is high. Increasing the Jitter Threshold will rotate the samples below this radius percentage in a random pattern in order to hide the visible pattern. This affects the performance if the scattering radius is large.
- Separate Albedo
- Output the albedo of a BSSRDF in a separate buffer in order to not blur it. The Texture Blur parameter requires this option to be enabled to work correctly. This option increases video memory usage but does not have a big impact on performance.
Subsurface Translucency needs to be enabled in order to make the light go through an object (like simulating a human ear lit from behind).
This option only works with shadowed light and does not work with indirect lighting.