How can i fix subsurface scattering for candle wax in a character render?
#1
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#2
I’ve been trying to nail the subsurface scattering for a realistic candle wax material in my latest character render, but no matter how I tweak the shader settings, it just looks like plastic or clay. I’m not sure if my scatter radius is off or if the issue is with my translucency map’s density values.
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#3
I’ve messed with the scatter radius a bunch for candle wax and ended up with something that read as plastic too. I found the key was not to push the radius huge but to balance it with a mild translucency map; if the map is dense, the light never makes it through and you just get a flat color.
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#4
In my test I switched to a lighter translucency density and used a tinted map that matches the warm light from the flame. The glow came through better and it didn’t look like clay.
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#5
I did a quick sanity check by turning off the bump and focusing on SSS only; still looked off until I reduced the specular highlight. Wax isn’t glossy like plastic.
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#6
I once thought the issue was the scatter radius, but it turned out the scene lighting was washing it out; a softer key light and some fill helped the wax feel more organic.
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#7
I did a mini test where I used a gradient for translucency across the surface and kept the center less dense. It made the edges glow and looked more candle-like.
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#8
Another angle I tried was to tweak the IOR a bit; wax is not just translucent, it refracts and the internal scattering needs to cooperate with that. Around 1.43 seemed to help in my scene.
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#9
Do you think the real problem might be the lighting rather than the material?
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