What's the difference, you might ask? Sub-surface scattering! That's what - and today you'll see first hand how to make one transition directly to the other with cool (and simple!) technique.
Initially when I thought of varying sub surface scattering materials to show I figured something of jade would be cool to do.
I wasn't quite sure how I was going to tackle it at first but once I applied the principles of how translucent materials work in nature, I swas able to begin formulating a proper plan to execute the material.
Source: https://www.britannica.com/topic/jade-gemstone
Source: https://www.reddit.com/r/blender/comments/tr5hpa/jade_monkey_on_a_tree_sculpt_procedural_jade/#lightbox
I grabbed a default mesh from the download environment pack and overwrote the texture color to be something more of a jade tone. I tweaked a few more settings on the ORM map and was on my way to the good stuff - the sub surface scattering!
It took me a while to figure out how to put together and organize all of this but once it's done it can be reused many times. The main component is how the parameter affects the overall opacity (the part that is see-through) and the SSS color can be manually configured / overidden to whatever you want it to be, regardless of light source. I mostly use the default light source color, however, for realism purposes.
I simply wanted to get in the habit of giving the end user the ability to customize the material more than on average. I think height map properties are cool and you never know when they could come into good use - so why not?
Here is what everything should look like put together.
Having set out to meet a specific challenge, I think I was able to pull of having the textures (material) fit nicely within the environment again and more importantly, have it be functional!
Tutorial: https://www.youtube.com/watch?v=X1IBNLKlpUo
Environment - https://www.fab.com/listings/c122f598-6ad1-43c5-9377-74afeea9631d
Textures - https://www.fab.com/listings/c122f598-6ad1-43c5-9377-74afeea9631d