Subsurface Scattering (SSS) is essential for believable skin, wax, marble, jade, and any material where light penetrates and diffuses beneath the surface.
Core principles
- Scale matters: Cinema 4D’s default unit is centimeters. SSS distances live in millimeters—keep models at real-world scale or your scatter will look wrong.
- Color drives depth: Red wavelengths scatter deeper than green and blue. Skin looks warm at thin areas (ears, nose) because red travels farther.
- Lighting reveals SSS: Use soft area lights and subtle rim/backlight to show subsurface glow; SSS is almost invisible under flat front lighting.
Redshift setup (recommended)
- Use RS Standard/Material and enable Subsurface.
- Type: Random Walk for most organic assets (more accurate), Diffusion for speed.
- Weight: 0.2–0.6 for skin; 0.6–1.0 for wax.
- Color: skin toward warm peach; wax toward the base wax hue (often slightly yellow/red).
- Radius: set per channel (cm). Example starting points:
- Skin (RGB in cm): R 0.12, G 0.06, B 0.03 (≈ 1.2/0.6/0.3 mm)
- Wax (RGB in cm): R 0.3, G 0.15, B 0.08
- Scale: multiplies radius—adjust if your model is off by a known factor.
- Quality: raise Subsurface samples (or overall sampling) to reduce noise; enable denoiser for previews.
Skin quick recipe
- Base (albedo) map: subtle, low-contrast color. Avoid baking shadows into base.
- SSS color/radius: tint warm; use a Thickness/SSS amount map to reduce scatter in bony areas and boost in ears/nose/lips.
- Specular: dual-lobe look—primary spec IOR ~1.4 with roughness 0.25–0.35; add a broader secondary via Coat or a second spec with roughness 0.5–0.7 for hydrated sheen.
- Normals/bump: very fine pore detail; keep microdetail in Normal/Bump, not in albedo.
- Displacement: microdisplacement for pores and wrinkles; keep heights small to avoid “inflated” skin.
Wax quick recipe
- Higher SSS weight and deeper radius (red-biased).
- Lower surface roughness for a gentle soft highlight (0.15–0.3).
- Use a Thickness map to reduce glow at thick candle bases and enhance at edges and carved details.
- Place a warm backlight or candle flame light just behind/inside to showcase translucency.
Lighting and scene tips
- Use real-world light sizes and intensities; HDRI + one key area light gives readable forms.
- Soft shadows help sell depth; avoid overly contrasty lighting when judging SSS balance.
- Check scale with a 180 cm reference human or a 2 cm candle wick to validate units.
Standard/Physical fallback
- Use the Subsurface Scattering shader in the Luminance channel.
- Match scene scale, set Path Length to millimeter-like values, and tint toward warm hues.
Optimization and troubleshooting
- Inconsistent normals cause dark seams—Optimize and Align Normals before shading.
- Too much SSS makes materials look like wax; reduce Weight or Radius, or darken Thickness map.
- Noisy SSS: increase SSS/overall samples, clamp extremely bright HDRI pixels, or use denoising.
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