Substance Painter real-time subsurface implementation is a screen-space subsurface scattering effect. The parameters to control it are explained in this page.
The current implementation is based on the "Approximate Reflectance Profiles for Efficient Subsurface Scattering" method published by PIXAR.
For examples of materials based on these parameters, see : Subsurface Material Type
Available in the Shader Settings window.
Activate or Deactivate the Subsurface Scattering effect on this shader/mdl instance.
Defines the behavior of the light absorption in the material :
Controls the radius/depth of the light absorption in the material.
Comparison between a scale of 0.0, 0.2 and 1.0 on a human sized head :
The color of light when absorbed by the material.
Comparison between three colors :
Display Settings Parameters
Available in the Display Settings window.
This parameter only affect the realtime version of the subsurface scattering effect.
Controls the amount of samples that will be performed to generate the Subsurface blur in screen-space. More samples means less noise but will impact performances.
Comparison between 8, 32 and 64 samples when looking close to a surface :
The amount of noise can also be reduced by enabling Temporal Anti-Aliasing without increasing the amount of samples.