Icy Traslucent! Features or Bug?

o7 cmdrs
On the planet AO RUN 4 D A we have found a strange feature regarding the icy planet and rocks/fumaroles on the surface. All surfaces not exposed to starlight in the system created a translucence through the rocks with obvious depth effect.

The effect can be seen by simply creating a shadow with your sun and terrain, ship, srv or cmdr and totally dynamic with the movement of the light source (see the video posted). Obviusly it seam donì't happen in a full rocky planet. Feature not implemented correctly? Feature not fully integrated in game with the current planetary procedural technique? Or a simple bug? What is your opinion about it?
Lastly, during the 2018 Lavecon, Frontier gave a sneak peak about the planetary improvements (in particular a new translucent ice shader) that were planned for beyond season and afterwards scheduled for new era (odyssey) release.

Ice translucent in AO RUN system:
Source: https://www.youtube.com/watch?v=rYKuJlDo630


Lavecon demo:
Source: https://youtu.be/52kOyADxK5E?t=2379


Reddit post:
https://www.reddit.com/r/EliteDangerous/comments/r0mgp2 Source: https://www.reddit.com/r/EliteDangerous/comments/r0mgp2/icy_traslucent_features_or_bug/
 
Who honestly knows at this stage.. It would be nice though as that does look cool but then you remember that in the station the lights from outside are shining through the hangar and light is going through walls in settlements from the SRV etc. so it's anybodies guess.. it's kinda snarky for me to say but I guess we'll only know when this game is fully released as a finished product but we aren't really there yet. Everything up to that is gonna be a game of bug or feature! Unless you are blessed with a confirmation from Fdev of course! :) Good vid though.
 
Isn't this a reflection ?
Not at all, it's a fake depth shader, I suppose it's some parallax + Subsurface Scattering shader. Not a big issue but yeah, the effect itself could be good but it look ugly AF at night as you can see from the vids and screens, and just get broken by any light source. Seems like it's really working only in shaded or partially shaded areas (twilight zone / shadow zones on light face of Planets)
 
OK, this reminds me of the old trick to simulate reflections on glass with a static texture when transparent textures didn't exist (typically, on the back window of a car, like in Screamer Rally 2, for example).
 
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