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As per the changes made in #5551

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@Vic-Cooper
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@eturquin I changed your initial layout and notes so please check if I preserved your meaning.

![](Images/Path-traced-SSS-Single-sided.png)

Single-sided or no Transmission
Single-sided with no Transmission.
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Should be "Single-sided, or no Transmission"

| ---------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
| **Box** | A box-shaped model where incident light enters through a flat surface and leaves through a flat surface.<br/><br/>Suitable for thick objects like a paperweight or a crystal ball. | A double-sided Material that has its **Normal mode** set to **None**. |
| **Sphere** | A sphere-shaped model that produces a magnifying glass-like effect to refraction. <br/><br/>Suitable for thick objects like a paperweight or a crystal ball. | A double-sided Material that has its **Normal mode** set to **None**. |
| **Thin** | A thin box surface type, similar to **Box** with a fixed thickness of 5cm. Select this for thin window-like surfaces. <br/>The behaviour of the **Thin** refraction model does not change with path tracing enabled .<br/><br/>Suitable for thin objects like a soap bubble or a window. | A double-sided Material that has its **Normal mode** set to **Flip** or **Mirror**. |
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| Thin | A thin surface type, characterized by infinitesimal thickness. Select this for thin window-like surfaces.
The behaviour of the Thin refraction model does not change with path tracing enabled .

Suitable for thin objects like a soap bubble or a glass window. | A double-sided Material that has its Normal mode set to Flip or Mirror. |

| Refraction model | Path tracing behavior | Compatible Surface sides |
| ---------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
| **Box** | A box-shaped model where incident light enters through a flat surface and leaves through a flat surface.<br/><br/>Suitable for thick objects like a paperweight or a crystal ball. | A double-sided Material that has its **Normal mode** set to **None**. |
| **Sphere** | A sphere-shaped model that produces a magnifying glass-like effect to refraction. <br/><br/>Suitable for thick objects like a paperweight or a crystal ball. | A double-sided Material that has its **Normal mode** set to **None**. |
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Box and Sphere are exactly the same in path tracing, they correspond to a thick mode. It's a bit confusing to have them separate in this table, as if they have different effects.

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I'll double-check with the editor about this. I know it seems obvious, but we don't want to confuse the user into thinking there is one Refraction model called "Box and Sphere"!

| **Box** | A box-shaped model where incident light enters through a flat surface and leaves through a flat surface.<br/><br/>Suitable for thick objects like a paperweight or a crystal ball. | A double-sided Material that has its **Normal mode** set to **None**. |
| **Sphere** | A sphere-shaped model that produces a magnifying glass-like effect to refraction. <br/><br/>Suitable for thick objects like a paperweight or a crystal ball. | A double-sided Material that has its **Normal mode** set to **None**. |
| **Thin** | A thin box surface type, similar to **Box** with a fixed thickness of 5cm. Select this for thin window-like surfaces. <br/>The behaviour of the **Thin** refraction model does not change with path tracing enabled .<br/><br/>Suitable for thin objects like a soap bubble or a window. | A double-sided Material that has its **Normal mode** set to **Flip** or **Mirror**. |
| **None** | A thin refractive surface, hardcoded to be fully smooth to simulate alpha blending.<br/>The behaviour of the **None **refraction model does not change with path tracing enabled .<br/><br/>Suitable for thin objects like a soap bubble or a window. | A double-sided Material that has its **Normal mode** set to **Flip** or **Mirror**. |
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I wouldn't say that this mode is suitable for anything really, it's just here to keep compatibility with raster mode when you switch to path tracing, but other than that thin should be prefered in every single situation.

## Materials parameterization

Some phenomena like refraction, absorption in transmissive objects, or subsurface scattering, can be expressed more naturally in a path tracing setting than in its rasterized counterpart, and as such require less material parameters (e.g. additional thickness information, expected shape of the refractive object, ...). For that reason, some parameters have no effect in path tracing, while others bear a slightly different meaning.
HDRP can perform effects like light refraction and absorption in transmissive objects, or subsurface scattering, more easily when you use path tracing setting than in rasterization . This means they need fewer Material parameters (e.g. additional thickness information, expected shape of the refractive object, ...). For that reason, some parameters have no effect in path tracing, and some parameters change behaviour. For more information, see [Refraction models](#).
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It's not performing those effects "more easily" (as in, it's not computing them faster, or with less resources), but rather can express them "more naturally" given the different way of representing light transport simulation.

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Thanks for this! Is the following re-write more accurate?

"Path tracing performs light effects using a more realistic light transport simulation than rasterization. This means light refraction and absorption in transmissive objects and subsurface scattering appears more realistic."

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For the first couple lines, yes.

@Vic-Cooper
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Thanks for your feedback @eturquin I'm implementing your suggested changes in a google doc so I can get it reviewed by docs editorial.

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Thanks for your feedback @eturquin I'm implementing your suggested changes in a google doc so I can get it reviewed by docs editorial.

Sounds good! :)

@sebastienlagarde
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any update? thanks

@Vic-Cooper
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any update? thanks

This doc is currently in editorial review.

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Hi @Vic-Cooper, where are we at with editorial? Ideally we'd want to have this merged within the next week or so.

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