Hello everyone.
I need to render translucent materials using OpenGL 3.3 and a deferred shading model, after a lot of research I found a technique called inferred rendering that combines both things a deferred shading and translucent materials but my question is with inferred rendering I also need a material shader that deals with the subsurface scattering or I don't need to use the subsurface scattering for implementing translucent materials with inferred lighting or rendering ?
Thanks in advance.



Reply With Quote
) is, pardon my french, a bitch. Either accept the trade-offs or implement a forward rendering path - which I actually consider a trade-off as well. Then agaon, most trade-offs incurring memory consumption and bandwidth will be mitigated by newer hardware with more resources and computing power anyway - not to mention the increased implementation effort needed for a second render path. 
