There are a number of material parameters that relate to real-world values (for example, subsurface radius). What units does Arnold use under the hood for these values?
When rendering with the API, materials with subsurface scattering don't look right. I can get them to match Maya/MtoA if I change my SSS scale to 0.01, though, which leads me to believe that I should be doing some kind of conversion from meters to cm in order for this to render properly (ie, rendering with a scale of 0.01 in the API matches Maya/MtoA with a scale of 1). But, I don't know if this conversion is limited to JUST subsurface settings or if I need to do something globally to make sure my materials look physically accurate. Any help is appreciated!