SkyrimSE:ENBSeries INI Reference/Subsurfacescattering

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ENBSeriesINI - Subsurfacescattering

Subsurface scattering (SSS) is an effect to give transparent objects, like skin or candle wax, a more transparent look. Light can pass through objects to light the back side or return to the surface to help give off a glow, much like a glowing candle. These settings will vary depending on the texture installed, therefore, authors will often recommend a specific skin texture to use with their ENB Presets.

SubSurfaceScattering Objects, Vegetation (grass) and Eyes are all dependent on sunlight. No sunlight/Direct Lighting = no SSS effect.
This feature is Weather compatible!

EnableOldSSS[edit | edit source]

EnableOldSSS=(false, true)

EnableSeparateInteriorParameters[edit | edit source]

EnableSeparateInteriorParameters=(false, true)

Amount[edit | edit source]

Amount=(0.0...)
AmountInterior=(0.0...)

This parameter is the actual amount of SSS that is calculated in game. Raising this number above "1.0" is not recommended, and may look bad in game causing neck seam issues.

Radius[edit | edit source]

Radius=(0.0...)
RadiusInterior=(0.0...)

This determines the distance at which SSS starts to show up on characters and objects that use it.

Quality[edit | edit source]

Quality=(0, 1, 2)

This parameter determines the overall performance and quality of SSS. (Reference)

SurfaceBrightness[edit | edit source]

SurfaceBrightness=(0.0...)
SurfaceBrightnessInterior=(0.0...)

Epidermal[edit | edit source]

These parameters are for the upper layer, mimicking the upper layers of skin having brighter semi-transparency. Not used by objects like wax candles or milk.

EpidermalAmount=(0.0...)
EpidermalAmountInterior=(0.0...)

EpidermalDiffuseSaturation[edit | edit source]

EpidermalDiffuseSaturation=(0.0...)
EpidermalDiffuseSaturationInterior=(0.0...)

These parameters apply saturation to the diffuse texture. Normal skin color will turn to red, and it is recommended to only use SubdermalDiffuseSaturation as it fits better with skin lighting.

EpidermalMix[edit | edit source]

EpidermalMix=(0.0...)
EpidermalMixInterior=(0.0...)

This parameter is how SSS is blended with vanilla skin and subdermal lighting. Epidermal lighting is applied after the subdermal lighting.

Subdermal[edit | edit source]

These parameters are for the loser layer, to simulate light passing through a transparent or semitransparent object.

SubdermalAmount=(0.0...)
SubdermalAmountInterior=(0.0...)

SubdermalDiffuseSaturation[edit | edit source]

SubdermalDiffuseSaturation=(0.0...)
SubdermalDiffuseSaturationInterior=(0.0...)

These parameters apply saturation to the diffuse texture. Normal skin color will turn to red.

SubdermalMix[edit | edit source]

SubdermalMix=(0.0...)
SubdermalMixInterior=(0.0...)

These parameters do not work like the EpidermalMix. Instead, low values here let light go through objects to be lit only on back side. Higher values will return more light back to the surface of the object, and gives skin less a realistic appearance. It's recommended to keep these setting low and compensate with SubdermalAmount.

SubdermalTranslucency=(0.0...)
SubdermalTranslucencyInterior=(0.0...)
SubdermalPhase=(0.0...)
SubdermalPhaseInterior=(0.0...)