Most of what you see in wax is the light encased inside of it; some light gets through and some gets reflected back. Light passes through, creates a glow on the edges and illuminates the far side. Cooper and his team came up with a transmission shader which essentially was a shortcut using depth maps, instead of the particle system normally used for subsurface scattering, allowing depth maps to calculate the density and transmissive qualities of the surface.
”The cheat turned out to have a fair amount of control over how dense objects were,” Necci explained. “The other cool thing was that we could control the transmissive quality on an asset basis, but also on a light basis. We could make a light more or less transmissive, which was really beneficial when you wanted to add some here or take some out there.”
Do you guys think this is possible to make in blender only by using node materials? :eyebrowlift: