THREE.JS / WEBGPU MATERIAL NODE

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.

Initializing—

Building a thickness texture and five-node scattering parameter set.

backend
—
material
—
specimens
—
thickness map
—
profile
—
sample
—
builds
—
distortion
0.10
scale
16.0
Selected source contractMeshSSSNodeMaterial → texture(thickness) × color + five uniform nodes

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.