Hi wanted to ask for advice for the right SSS values. Been using physical material for skin and couldnt find any tutorial to get it right. All i know is to reduce depth and scale since my systems unit scale is on cm.
Also rendering with GPU, if there are any limitations.
There is a skin example here (standard_surface).
https://docs.arnoldrenderer.com/display/A5AF3DSUG/Subsurface
Read that one too, but getting weird results. Is the standard surface depth and scale value equal to the physical material to apply the same settings from the docs? Also when plugging maps to SSS weight and color, do there need to be nodes between to get correct results?
Furthermore render times are up to 5 times longer when enabling SSS. Is that common or due to my wrong values or maybe because i render with GPU?
I can only speak for the standard_surface. You can use a composite or color_correct to add a red tint to the subsurface map used for sss_radius.
https://docs.arnoldrenderer.com/display/A5AF3DSUG/Color+Correct
https://docs.arnoldrenderer.com/display/A5AF3DSUG/Composite
Render times will increase when using SSS. What sampling settings are you using (Win+Shift+S)?
I can't tell without images. It depends on what you are rendering. Interior scenes look better with diffuse_ray_depth above 1 for example.
Not everything is supported by GPU. I believe that Randmonwalk2 isn't
You can try and follow this tutorial