Yep, images do show now.
Some thoughts on your node tree.
I think you are overriding the SSS effect with the nodes on the right.
Furthermore I wonder, why you are using black as a color for subsurface scattering as I would expect black to result in no scattered light.
If you modeled your caterpillar at a real world scale a radius of 1 is way too much.
The scattering effect should be more visible on the outer rims of an object, therefore I would rather have tried a fresnel factor instead of a facing factor.
Looking at some references I think the translucency is a good approach, depending on the species. Maybe a tiny tad of SSS on top of that (instead of before) could add to it.
A huge time saver for the creation of node trees for Cycles is the node wrangler addon, which is shipped with Blender. After you enabled it in the user preferences you can click on a node while holding shift and it will create a viewer node (which is an emission node). This viewer node is connected to the material output. This way you can see the effects of each node or part of the node tree directly in the rendered viewport. This saves so much time.
Still thinking about the black SSS node. If the purpose of this is to disable the scattering for the black parts of the skin - then a mask for the mix node would probably be better. You could control where the SSS is mixed in by a b/w mask. White would allow SSS whereas black would disable it. Different shades of gray would allow for finer control of the amount of SSS.