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;TRANSMISSIONin shaders; glTFKHR_materials_transmission. - Clearcoat (
rendering/pathtracing/clearcoat): matches raster, with traced coat reflections; coat texture. - Subsurface scattering (
rendering/pathtracing/subsurface_scattering, radiussubsurface_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
BACKLIGHTorTRANSMISSIONtint their shadows. - Textures filter like raster (ray cones, anisotropic).
- Even, tinted glass shadows.
- Back-face normals in
vertex();IN_SHADOW_PASSin custom shaders;SPECULAR_NORMALoutput, a separate normal for the specular lobe under path tracing.
Images#

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

Back lighting: green and red light on the floor.

Clearcoat: sharp coat highlights, as in raster.

Layer textures: checkered coloured shadows.

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

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