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Physically-based real-time subsurface scattering #9249
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I think Matt DesLauriers has already extended the current MeshStandardMaterial in order to support fast subsurface scattering. More info on his technique and source code can be found here: https://twitter.com/mattdesl/status/805784465725419520 |
@mattdesl Sweet! We should get this into a PR! |
@bruno-quintela The technique @mattdesl implemented is the same one I linked to above. :) So this is perfect and fast. |
Following the approach from @mattdesl. It looks like using a thickness map to define the translucent in surfaces for computing the diffuse reflectance. Is there any progress for now? If we decide to adopt this approach, should we have a separate material from StandardMaterial? |
I think so. You could start with adding an example using a |
Nice! |
Description of the problem
We should implement some type of standard sub-surface scattering algorithm. I hacked somethig into Clara.io that does this but it is just a hack that doesn't have a true physical basis:
https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042
My technique is a customization of this technique here, but it fairly unphysical or requires a lot of precomputation:
https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
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