How can i get subsurface scattering to look like wax in a candle model?
#1
I’ve been trying to nail the subsurface scattering for the wax in my candle model, but no matter how I tweak the shader settings, it just looks like plastic or clay. I can’t seem to get that soft, translucent glow right, especially where the flame would light it from within. Has anyone else struggled with making wax materials look convincing?
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#2
I've been there. I spent days tweaking a wax shader and kept getting that plastic look. A few things that actually helped: warm, slightly off-white tint for the interior, push the scatter radius a bit so light goes a bit deeper, and keep roughness low so the glow isn't pinched at the edges. Rendering with the flame as a separate light source and watching where bleed happens helped me gauge if it was working. Not perfect, but it finally stopped looking like clay.
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#3
Are you sure the issue is the wax shader and not the lighting setup? I chased the tuning forever and the result stayed flat until I adjusted exposure, bloom, and the flame color. Sometimes the glow comes more from the camera than the material.
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#4
I tried layering: a translucent outer shell and a faint inner emission that shows through near the flame. It read more like light traveling through wax than surface color. It helped me avoid a flat surface while keeping the glow believable.
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#5
I drifted into thinking maybe the geometry scale is off. If the candle is tiny, the light interactions look off, and I kept chasing micro-details that didn’t matter. I took a break, looked at a quick reference photo, and came back with fresh eyes but I still wasn’t there.
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