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Look at wireframe shader.
Use facing ratio in the opacity(geometry) in standard surface shader, ( check the opaque is off)


Here is the Render From it
Yes, Facing Ratio is ideal for this. Examples at the bottom of these pages:
https://docs.arnoldrenderer.com/display/A5AFMUG/Facing+Ratio
https://docs.arnoldrenderer.com/display/a5AFHUG/Facing+Ratio
Hi!
Here my approach to this:
- create and aiStandardSurface an turn Base Weight & Specular Weight to 0
- set Transmission to 1 and Transmission Color to a light blue
- use the Transmission Depth to allow more light passing trough thicker objects
- turn on Thin Layer
- fake a Fresnel with a Ramp node in the Transmission Color
- to control how the transmission varies with the thickness of the geometry, add a remapValue node to the Transmission Weight
https://www.youtube.com/watch?v=glG4dUnSH3o&t=28s