Jump to content
  • Advertisement
  • entries
  • comments
  • views

Translucency maps

Sign in to follow this  



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.



Sign in to follow this  


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
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!