Unreal Engine Blueprint API Reference > Utilities > Struct
Adds a node that breaks a 'SubsurfaceProfileStruct' into its member fields
Inputs
Type | Name | Description |
---|---|---|
struct | Subsurface Profile Struct |
Outputs
Type | Name | Description |
---|---|---|
linearcolor | Surface Albedo | It should match The base color of the corresponding material as much as possible. |
linearcolor | Mean Free Path Color | Controls how far light goes into the subsurface in the Red, Green and Blue channel. It is scaled by Mean Free path distance. |
real | Mean Free Path Distance | Subsurface mean free path distance in world/unreal units (cm) |
real | World Unit Scale | Control the scale of world/unreal units (cm) |
boolean | Enable Burley | Effective only when Burley subsurface scattering is enabled in cmd. |
boolean | Enable Mean Free Path | Switch to use Mean Free Path, otherwise use diffuse mean free path. |
linearcolor | Tint | Specifies the how much of the diffuse light gets into the material,can be seen as a per-channel mix factor between the original image,and the SSS-filtered image. It introduces Non-PBR looks. |
real | Scatter Radius | in world/unreal units (cm) |
linearcolor | Subsurface Color | Specifies the how much of the diffuse light gets into the material,can be seen as a per-channel mix factor between the original image,and the SSS-filtered image (called "strength" in SeparableSSS, default there: 0.48, 0.41, 0.28) |
linearcolor | Falloff Color | defines the per-channel falloff of the gradientsproduced by the subsurface scattering events, can be used to fine tune the color of the gradients(called "falloff" in SeparableSSS, default there: 1, 0.37, 0.3) |
linearcolor | Boundary Color Bleed | |
real | Extinction Scale | |
real | Normal Scale | |
real | Scattering Distribution | |
real | IOR | |
real | Roughness 0 | |
real | Roughness 1 | |
real | Lobe Mix | |
linearcolor | Transmission Tint Color | Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled. |