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Rendering with Arnold in Maya using the MtoA plug-in.
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Control SSS via radius

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Anonymous
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Control SSS via radius

Can this kind of approach for SSS settings be called correct?

Set subsurface_weight all the way to 1, and then use grayscale map connected to subsurface_scale to control whitch part of character is more translucent.

That way I can edit skin later in post using only sss AOV

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