diff --git a/assets/models/Icosphere.yml b/assets/models/Icosphere.yml
index 9406505742affaad9509b177bf2258763eeef0bf..e316eb1f9b849c6d387af76ae9fb50e2fa9237bb 100644
--- a/assets/models/Icosphere.yml
+++ b/assets/models/Icosphere.yml
@@ -44,8 +44,8 @@ v:  0.162456  0.499995  0.850654    0.162  0.25500  0.851    0.000  0.000   255
 
 meshes: 1
 mesh: blendermesh
-material: subsurfaceScatter
-shader: subsurfaceScatter
+material: standard
+shader: standard
 triangles: 80
 t: 0 13 12
 t: 1 13 15
diff --git a/assets/scenes/sss.yml b/assets/scenes/sss.yml
index 0203fd21e40e7d17d4b3344cf983b9891adbb0ae..fd6dceabdc7695e8eeca8da937368342841d41f2 100644
--- a/assets/scenes/sss.yml
+++ b/assets/scenes/sss.yml
@@ -21,7 +21,7 @@ entity: floor
     angleVelocity: 0 0 0
 
 entity: suzanne
-    model: cube
+    model: Icosphere
     position: 0 0 0
     rotation: 0 0 0
     scale: 4 4 4
@@ -34,15 +34,15 @@ entity: core
     rotation: 0 0 0
     scale: 1 1 1
     velocity: 0 0 0
-    angleVelocity: 0 90 0
+    angleVelocity: 0 10 0
     
     entity: coreRed
       model: null
-      position: 0 0 10
+      position: 10 0 0
       rotation: 0 0 0
       scale: 1 1 1
       velocity: 0 0 0
-      angleVelocity: 0 00 0
+      angleVelocity: 0 0 0
     
       entity: cubeRed
       model: cube
diff --git a/assets/shaders/subsurfaceScatter.glsl b/assets/shaders/subsurfaceScatter.glsl
index 93d3f8bf2d6b41c9c106097bfd7ae579a575acff..bac397cc9b97a4c8f04d0d6b2093a62e34aea161 100644
--- a/assets/shaders/subsurfaceScatter.glsl
+++ b/assets/shaders/subsurfaceScatter.glsl
@@ -61,7 +61,7 @@ void main() {
 #version 410
 
 #define MAX_LIGHTS 8
-#define EPSILON 0.0000000000000001
+#define EPSILON 0.0000001
 
 in vec4 gl_FragCoord;
 in vec2 texCoord;
@@ -178,8 +178,8 @@ void main() {
 						light[i].quadratic
 					);
 	}
-    // out_color = vec4(lights, 1);
-    out_color = vec4(pointLightDir, 1); // Trying to figure out of light dir or normals are being caluclated incorrectly.
+    out_color = vec4(lights, 1);
+    //out_color = vec4(pointLightDir, 1); // Trying to figure out of light dir or normals are being caluclated incorrectly.
                                         // Causing specular and sub-scattering to be drawn 90 deg off.
 
 }