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Translucency maps

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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.



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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?

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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.

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