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I've been working on uv unwrapping and retexturing this model from Daz, unfortunately, the SSS doesn't seem to work right in Cycles. It seems to be somehow inverted, as the main head is more transparent than the ears, nose, etc. I have it set to Random walk, and have no idea why its acting this way and what could be the root cause of it

here it is with subsurface set to 1 so you can see what I'm talking about

see how it looks wrong even with a lower value

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    $\begingroup$ 1 is a rather strong value for SSS. Good results are often achieved with subsurface values around 0.1 - 0.3. Maybe try turning down the strength and see if that helps? $\endgroup$ Commented Oct 18, 2020 at 3:23
  • $\begingroup$ no no, you misunderstand. I usually do input the subsurface value around that. The problem is that the SSS is being calculated wrong, the head is having light shine through it while things like the ears, lips, and eyelids don't. Its very weird. I can send you the blend file if it helps visualize it $\endgroup$ Commented Oct 18, 2020 at 4:01
  • $\begingroup$ Oh. I see. Yeah I'm not sure about that. Unfortunately I can't test tonight (even with your file) because I have a dead GPU. I have a new one coming tomorrow - if you still have no answer by then, I'll be happy to have a look. $\endgroup$ Commented Oct 18, 2020 at 4:09
  • $\begingroup$ Hello :). Your Scattering depth is set to 1 meter. Either scale up the model or decrease the SSS value to 0,001 (milimeters) $\endgroup$ Commented Oct 18, 2020 at 8:57
  • $\begingroup$ Related: Rules and presets for SSS $\endgroup$ Commented Oct 18, 2020 at 8:58

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