Not radiosity, I’m meaning what I’m describing could be used to fake SSS effects if implemented.
This sounds like imagination. Imagination can make anything happen and wild visions can roam in your skull. But…
You are not describing this node (fully), you just give broad descriptions of where it might be used. That makes it impossible to implement.
But to create=program a real life node you need to be able to define the phenomena with crystal clear clarity, fully, so that all potential outcomes can be understood.
Light does not bleed. Light does not ‘go around’ - at least not on a sub-planetary scale when we are moving at less than 300 000 m per second. It can bend, but thats different…
I just did a quick play with fresnal shaders and what I’m after is a method of letting the material send and recieve shadows, but have light from the lit areas that bleed into the unlit areas. The shader you’re talking about doesn’t seem to transmit light to areas completely unlit though I used nodes mixing it with a non fresnal shader.
That is just light reflecting into shadows, if I understand your somewhat confusing description. Radiosity is a simple method to simulate this phenomena. But then you go off and describe SSS and translucency phenomena - kinda self-contradicting.
Why not study the physical properties of light? The terminology etc so we can talk a common language.
Or are we creating a imagirenderer here? I would prefer as accurate physical model of light as possible.
Is your post basically just wishes for a better, more realistic rendering engine?