I love the effect of translucency but I wonder if we can fake raytracing.Thinking pubicly hereObviously when a light source is behind a character the entire character would not be emissive. This means we need a few things a texture to determine how translucent any given surface is & a texture to control the angle of translucency.An example will be a nose. Again with our light source behind the actor you would not expect to see light emission from the front of the face, only around the ears. But now looking at the right side of the head with the light behind the left side, you would not expect to see emission from the right ear but you would expect to see emission from the nose.I think by using a grey scale texture to control the translucency (thickness map) of the actor and perhaps something like a simple color map to give areas control over the light angle to determine when the emission from translucency would kick in.The angle map would be something like:red= when the light is to the rightgreen= when the light is to the leftblue= when the light is behindBecause this is per RGB channel you can sample between the 3 colors to get any angle.Then multiply the thicknes map over the angle map and Boom simulated raytracing.Just a thought don't know if it would work.