I wanted to make a certain soap with this kind of look So here's my reference:

enter image description here

After seeing that, I immediately thought of bumping subsurface scattering, so I made this simple material with a pretty high SSS:

enter image description here

I tweaked a lot with the SSS and the color but couldn't achieve what I wanted. Maybe the problem is because of the lighting too? I don't really know, I'm really new with SSS.

Here's what I have achieved so far:

enter image description here

  • $\begingroup$ SSS lighting is heavily light-dependent (like how you can see the "red" through your hand only if you hold a flashlight up to it). For something like soap, I still think 0.4 is a high enough value - anything over that and you start getting banded "internal shadows" that look unrealistic from any angle. $\endgroup$ Jul 31, 2021 at 14:48
  • $\begingroup$ If you use a mix shader and a Layer Weight as the factor, you can probably get that look. $\endgroup$
    – Daniel
    Jul 31, 2021 at 15:21
  • $\begingroup$ i tried layer weight with fresnel before, but its still pretty hard to get it, i also didn't change the subsurface radius, do i need to tweak it or anything ? $\endgroup$ Jul 31, 2021 at 15:24
  • $\begingroup$ How big is your soap block? The smaller it is the more light can enter and scatter around. If you have used the default cube ...you know it's 2m large. Try *"Random Walk" (2nd drop-down list of the P. BSDF. This uses the mesh's volume. $\endgroup$
    – Blunder
    Jul 31, 2021 at 18:48
  • $\begingroup$ Sorry, forgot to ask - are you planning on using Cycles or EEVEE? $\endgroup$ Jul 31, 2021 at 23:13

1 Answer 1


See my setup below.

It's a common misconception of how you use SSS. SSS color should determine the base color, while subsurface radius actually determines the color. enter image description here


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