Has anyone else noticed that when you try to override the Subsurface Radius input of the Principled BSDF shader using a Vector node you get different results even if you put in the same default values (1.0, 0.2, 0.1)? Its almost as if the Principled Shader is doing something extra that isn’t done when you use the input to override it. I hope that makes sense
Just found this in the manual.
“…Per color channel Radius is specified by the default socket value. Any link plugged into this socket gets ignored.”