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Creating a Serviceable Thickness Shader

January 2, 2014, 11:00 AM

http://lesterbanks.com/2014/01/maya-creating-a-ser...

In certain cases when using translucent materials or when using subsurface scattering, a valuable compositing pass or utility shader to have is one that can determine (or pseudo-determine) an approximate thickness of the interior of an object. A “thickness” render pass could describe the relative thickness as represented by greyscale values.

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