Light travels under the surface.
Three deterministic specimens share the pinned MeshSSSNodeMaterial topology. A 64×64 thickness field feeds the native node graph; the forced WebGL2 lane is an explicit physical-material reference, not SSS graph parity.
Building a thickness texture and five-node scattering parameter set.
- backend
- —
- material
- —
- specimens
- —
- thickness map
- —
- profile
- —
- sample
- —
- builds
- —
- distortion
- 0.10
- scale
- 16.0
The native lane uses the installed experimental SSS lighting model and mutates thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, and thicknessScaleNode. WebGL2 uses MeshPhysicalMaterial with a clearly labeled warm emissive reference.
Derived from the pinned WebGPU SSS example and installed MeshSSSNodeMaterial source. The local specimens and thickness fixture replace the official FBX/JPEG assets; page/pixel fidelity, device matrices, performance calibration, and whole-example fidelity remain separate.
Study issue