Hope this isn’t a hijack, but I decided to check out the Blender SSS shader when I saw your thread today. Like you, I’ve never used it before, but I usually render in Arnold so it was easy to setup(although I’m used to Arnold nodes so it took some experimenting to find similar nodes in Blender)I used the Digital Louise scan and provided maps to test it(NOT MY ASSETS. ONLY SHADING/LIGHTING) These are some look dev renders from messing about earlier. A few things I noticed compared to Arnold: there is no direct node in Blender to replace Arnold’s very powerful Colour Correct node. Displacement in Blender is still way behind Arnold’s. The Random Walk SSS is good, but not as good as Arnold’s RW 2. Blender is a VERY nice environment to do look dev work in. Very enjoyable. The only big issue at the moment is no official UDIM workflow. It shows in these assets we’ve used as they are both using just single 4K maps.
I hope you don’t mind me posting these here, but it wasn’t worth starting a new thread for.
I didn’t spend long on setting up the shaders at all. This was just look dev and testing the SSS shader. If I were doing this for a real project the shading/lighting could take weeks, with much more complicated shader trees and multi-displacement with 3-channel/Zbrush mix. This was just done in the last few hours since reading this thread.
And yes, you are right, shading/lighting look dev is a skill that a lot of people don’t realise until they start doing it themselves.