Re:A sneak peek at MetaHuman Creator
by kleer001 on Wednesday February 10, 2021 @06:43PM
(#26096392)
(20 years vfx experience, me)
Subsurface scattering is the correct answer. It's a very small area and a very expensive calculation.
Teeth are translucent and the coloured lighting on them changes rapidly.
Some form of subsurface scattering[1] is a must, and not easily done in games/apps because you can't really "bake" it like you do for most other textures to run performantly.
[1] https://en.wikipedia.org/wiki/Subsurface_scattering#:~:text=....