I’m in the process of switching over to the Principled BSDF from an outdated node group I created for use with Substance. I can’t seem to figure out this sub-surface business.
With the old SSS shader, you had your base color, and your scattering color (XYZ radius).
With the Principled BSDF, you have your base color, your scattering color (XYZ radius) AND a sub surface color.
So my question is, what’s with the redundancy and what is the proper usage? Should I be manipulating the XYZ radius for my scattering color, the subsurface color, or both?