Berlenga

Features

Materials

Clearcoat, back lighting, thin-glass transmission, subsurface scattering; textures filter like raster.

  • Back lighting (rendering/pathtracing/back_lighting): light through leaves, paper and curtains, with coloured shadows; back light texture.
  • Transmission (BaseMaterial3D section, rendering/pathtracing/transmission): thin glass, tinted and blurred by roughness, with tinted shadows; transmission texture; TRANSMISSION in shaders; glTF KHR_materials_transmission.
  • Clearcoat (rendering/pathtracing/clearcoat): matches raster, with traced coat reflections; coat texture.
  • Subsurface scattering (rendering/pathtracing/subsurface_scattering, radius subsurface_scattering_scale): random walk inside closed meshes; skin, wax and marble soften and thin parts glow when backlit.
  • Wet surfaces (BaseMaterial3D Wetness: wetness_enabled, wetness_porosity): porous surfaces darken and turn glossier as the weather map gets wet, raster and path traced; get_wetness_shader_code() for ShaderMaterials.
  • Shaders writing BACKLIGHT or TRANSMISSION tint their shadows.
  • Textures filter like raster (ray cones, anisotropic).
  • Even, tinted glass shadows.
  • Back-face normals in vertex(); IN_SHADOW_PASS in custom shaders; SPECULAR_NORMAL output, a separate normal for the specular lobe under path tracing.

Images#

Glass panes before coloured spheres: raster, path traced with transmission on, and off

Transmission: the spheres show through and the floor gets green-tinted light.

Back-lit leaf cards and a red curtain, back lighting on and off

Back lighting: green and red light on the floor.

Red coated spheres: raster, path traced with clearcoat on, and off

Clearcoat: sharp coat highlights, as in raster.

Checkered back light and transmission textures, raster vs path traced

Layer textures: checkered coloured shadows.

Backlit skin slabs 2 to 20 cm thick, subsurface scattering off and on

Subsurface scattering: thin slabs glow, thick ones stay dark.

Spheres of rising porosity, dry and wet, raster and path traced

Wet surfaces: the more porous, the darker and glossier when wet; raster and path traced match.

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