• entries
    13
  • comments
    55
  • views
    20319

Translucency maps

Sign in to follow this  

1320 views

Hello,

A while ago I fiddled a bit with an offline translucency technique as discussed here: https://www.gamedev.net/topic/653094-baking-a-local-thickness-map/. Never officially made it part of the baking pipeline, even though it should only be a small extension - still just flip and ray test those normals.

Though instead of averaging all sampled ray distances, I split them up into small 4x4 8-bits precision sets, so as to break the uniform thickness up into several view dependent values. These grids snug nicely into a uint32[4] vertex map component and can be sampled in a vertex shader based on the camera-to-vertex view tangent.

sss-1.png

sss-2.png

Sign in to follow this  


3 Comments


Recommended Comments

Looks good, can you show what it look slik when the object has a light directly on the other side? Is there a control to define how much light is let through? based off of a thickness map?

Share this comment


Link to comment

I've increased the back-lighting in the second pic.

 

It has an 'absorption distance' as input - this controls how far rays can travel through the material before they're all reflected. These distances are then stored normalized as [ occlusion-distance / ^max-distance ] in the depth map.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now