Original Post
Does anyone know of a way to calculate translucent subsurface scattering in real time? For a good example of what I'm trying to simulate:
I was thinking if I rendered each "frosted" part offscreen as a portal, then did a quick blur, it would look 1/2 decent. Has anyone tried this sort of thing before?
I was thinking if I rendered each "frosted" part offscreen as a portal, then did a quick blur, it would look 1/2 decent. Has anyone tried this sort of thing before?