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Why do have I to use SSS Wheight of 1?
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This is a quote from Arnold for maya userguide
Weight
The 'blend' between diffuse and subsurface scattering. When set to 1.0, there is only SSS, and when set to 0 it is only Lambert. In most cases, you want this to be 1.0 (full SSS)."
I'm wondering why it says that it should be 1 in MOST cases. Isn't there any diffuse happening?
to which cases/materials are they referring ?