So I have a PBR material that is set up to be translucent, but it does not seem to very effectively let light from point lights pass through it. It seems to work on the edges, but that might just me mixing from the godrays.
Any ideas on how to ramp this effect up or are point lights not something that works with the translucency?
var paper = new BABYLON.PBRMaterial("paper", scene)
paper.albedoTexture = new BABYLON.Texture("assets/crane_textures/albedoColor_default.png", scene);
paper.reflectivityTexture = new BABYLON.Texture("assets/crane_textures/reflectivityTexture_default.png", scene);
paper.microSurface = 1.0; // Let the texture controls the value
paper.useMicroSurfaceFromReflectivityMapAlpha = true;
paper.bumpTexture = new BABYLON.Texture("assets/crane_textures/bumpTexture_default.png", scene)
paper.ambientTexture = new BABYLON.Texture("assets/crane_textures/ambientTexture_default.png", scene)
paper.backFaceCulling = false
paper.subSurface.isTranslucencyEnabled = true
paper.subSurface.translucencyIntensity = 2.0
paper.reflectionTexture = bgTexture
Could you share it a playground so that we can try out ?
By default the thickness is considered everywhere the same of size 1 which might be to large to represent paper, you should try to change the setup to make it thinner ?
Sorry for the bad photoshop job, and I’m sure the falloff would be different depending on the angle of the paper, but that is like the ideal 90 deg projection.
Update***
Actually after holding a piece of paper up to a light bulb, I guess you don’t see an actual shape huh… (unless its really close)
I might have to rethink this. I guess I was envisioning a stylised version of light and that’s not what we have >_<.