@Efi @chr@cybre.space I don't know that I follow
@Efi @chr@cybre.space why does this mean that the same thing under different levels of scattering can't happen? Is it not dependent partly on the color and intensity of the light?
@Felthry @chr the idea is the scattering value doesn't change
a light more intense will show more on any translucent material
the scattering value tells you how deep the ligh can travel in the material before being absorbed at a constant intensity
sorry for technical stuff, it's a very obscure physics thing XD
@Efi @chr@cybre.space I can handle technical!
Would it not have any difference with wavelength? I feel like it would, because I know for a fact that x-rays can penetrate much further
@Efi @chr@cybre.space there are nonlinear optical materials used for things like optical amplifiers though, I know that
@Efi @chr@cybre.space are we talking about a physical, measured quantity or something in computer graphics, anyway?
@Felthry @chr pretty sure it is both
it is used irl to talk about translucent materials, but I've only seen it in art, and it follows that it's used in cgi, because cgi tries to imitate nature
I don't know how physicists look at it, but I know it's a shorthand property for a very specific and human-scale use
@Felthry @chr 3D rendering always assumes uniform material distribution on meshes, but there are volumetric renderers that do that kind of thing
irl, it depends on the needs you have, but for example, regular crystals are known to have very stable absorption rates, so you can measure cracks in the inside by the way light traverses them