Every 3d package can do it . Thickness is basically an ambient occlusion on a geometry with inverted normals doing ray casting in opposite direction. Position is an XYZ gradient in world/object coordinates(space) .
I did it in Max couple decades ago with mental ray . AO shader and Gradient map set to word coordinates . Sure Arnold can do it too but I did't touch it for years so it's all a bit foggy right now. Maybe "p" in Arnold utility map or something? Then connect it to map-to-material node and bake as 32 bit linear image (exr for example) in case you would need it in certain math range like -1 to 1.
In Blender it's just Position output in "geometry" node. In Modo also something like that
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