My first instinct was to invert the normals on the tent, bake down a "lighting" map with a light in the midst of the tent, and use that as a base for an in-engine emissive. I think it has potential as a basis, especially if the vibe is what matters, as opposed to the physics of the light as you move around the tent, etc.
This is just the emissive I baked, no other work done, so obviously doesn't yet look great. But I think it should give an idea of how it could look as a base for starting more involved texture work. Add some levels, do some normal texture work, throw it in engine and tweak. Using this method could also include internal structure, like poles, which would cast shadow and thus areas the light won't show through. You could also use a thickness map to adjust the effect.... Just some thoughts. But of course you won't get that minor "parallax" you get with a real tent.
Thank you Benjammin I thınk ı made... subsurface scattering but when I drag och add.... My texture is disappearing.
Is it disappearing, or is it hard to see? If the former, you've broken something in your material. Subsurface influences the color of your material, because its faking the light bleeding through. You want to have a mask to influence how much SSS you have and where. Play with settings, read the documentation fully, experiment.
the two sided foliage material might be a good option - it's a little simpler to operate than the subsurface scattering material and supports cast shadows (eg from the tent poles / stuff inside)
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Might need to play with camera settings to replicate that photo as well.
https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/HowTo/Subsurface_Scattering/
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/UsingCameras/
This is just the emissive I baked, no other work done, so obviously doesn't yet look great. But I think it should give an idea of how it could look as a base for starting more involved texture work. Add some levels, do some normal texture work, throw it in engine and tweak. Using this method could also include internal structure, like poles, which would cast shadow and thus areas the light won't show through. You could also use a thickness map to adjust the effect.... Just some thoughts. But of course you won't get that minor "parallax" you get with a real tent.
Subsurface influences the color of your material, because its faking the light bleeding through. You want to have a mask to influence how much SSS you have and where. Play with settings, read the documentation fully, experiment.
Joopson and Benjammin thank you very much to both of you. I solved the problem. I combined the two (texture och translucency) nodes into one system.