This is a tool that takes a mesh and foreach vertex saves the thickness in any viewing direction projecting it on the spherical harmonics basis.
To compute the thickness the object must have a material with the shader
Translucency/Thickness
. Use the Window/ThicknessCompute to process an object
To create a shader, once you have the 9 coefficients and the fragment view ray, just reconstruct the thickness with the dot between the coefficients and the basis and use it to compute the absorbtion, for example, with a function like exp(-t)
This project is licensed under the MIT License - see the LICENSE