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why is there only one ss layer in the new surface shader...?
with only one layer its near impossible to do a green creature with red back ss...
diffuse ss + 1 deep layer isnt enough...
Can you show some renders of what you are trying to achieve versus what you are getting?
From the FAQ:
"It uses the high-quality empirical SSS profile, which preserves sharp geometric and bump detail without the need for three layers of varying depth, as the old skin shader did."
Here is what I get mixing a green Base Color with Red Subsurface.