Monthly Archive for February, 2017

Fixed Subscattering on Switches

I’ve done a small update on the plastic switch material. These switches are made of a semi-transparent material, a pretty old type of plastic. An obvious choice is using the Unreal Engine 4 subsurface shading model (subscattering model), though previously they still looked ugly. The change is very simple, but it makes them look significantly better – I’ve added a gradient in opacity along the vertical distance of the switch. This reflects the effect that more light goes through the top than through the bottom (as bottom of the switch is sitting inside its slot, covered from all sides).

Note that just like all other pictures on this blog, all pictures are preliminary and a work in progress. They do not reflect the final quality!

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