Rico Cilliers writes:
In this video I show a simple way of baking thickness maps from high-poly onto low-poly geometry. Thickness maps are useful in many textures, as they mask out the areas on the model that have less volume. Typically I use them in character skin shading setups.
Very interesting! Thank you for always sharing those great techniques!
I'm glad you found it interesting, thanks for watching :)
Very very good!!!!
What if you plug in the thickness map in to the subsurf radius. So in that way there appears to be more subsurf scattering in the thinner parts (actually deeper).
Yes! I believe that is how it's meant to be used, but I've found that it works for a variety of other effects.