People in the CG community absolutely did (
but I feel like you are really getting too hang up on the pejorative aspect of the word hack) that's from the blog of Matt Pharr, a CG scientist who worked at Pixar. That man has been thinking about CG since the 90's...and he's currently involved in making RTRT a reality. When that guy joined Pixar, he worked on movies that weren't ray-traced, the tech was too expensive back then. Pixar had to slowly ease into it as computers and software got better.
And yep. Skin is hard to render. Path traced skin is very heavy, which is why they pretty much gave up on RTRT skin, and want to use neural rendering instead. Transluscent/Transparent materials at large are just generally challenging. Heavy to compute offline, hard to hack in raster. Is part of those materials that are being used with caution in games. Flat thin windows are easy. but once things start to get curvy, thick or with funky interaction with lights like diamonds, things start to get challenging. I'm not expecting to see a game level made of diamonds or funky glass/minerals (like an entire castle made of diamond) anytime soon
And that's a 2003 book
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