I'd like to try looking at realistic plant-like materials and related skin-like materials too, like rubber. I'd like the material to be more translucent near the surface, and less translucent (more opaque) as light penetrates deeper into the material.
One way of setting this up is with a mix shader that takes in both a Translucent shader and a Diffuse shader.
However, the way to mix them with the frac is throwing me off. In the Light Paths node is an option to use Ray Depth, but I don't know if this is accomplishing what I think it's going to, I can't tell exactly.
Hi Sid,
Yes you can use the Light Path Node with some Math to do that. See for instance this: https://blenderdiplom.com/en/tutorials/419-tutorial-absorption-in-cycles.html
Easier would be to use Subsurface Scattering for that, instead of Translucency.