Artstation Learning - Advanced UE4 Shaders
Close up details

Close up details

Lineup showing some shader variations

Lineup showing some shader variations

+ Subsurface Scattering

+ Subsurface Scattering

+ High Poly

+ High Poly

Demonstration of the close up details with movement

Closer look at the texture refraction based on the normal map + vert paint masking

Opaque vs translucent material

Closer look at the scene refraction of the translucent shader

As the core position moves, it can be refracted by the normal map. It can also blend back to more traditional fresnel. You can also move the core position beyond the mesh so it can only be seen at certain angles.

I was fortunate enough to make an Artstation Learning course covering shader creation using Unreal Engine. I wanted to do a crystal shard type mesh because it has a lot of methods that could be applied to other materials such as ice, obsidian or more fantastical/stylized materials.
In this course, we'll leverage Zbrush, Substance Painter and Designer to create masks and author a parametric shader that has subsurface scattering, bump offset, detail normals, texture and scene refraction and other tricks.
Hope you enjoy, and shout out to Artstation, and Alex Beddows for the opportunity!

https://www.artstation.com/learning/series/RE/advanced-ue4-shaders