Alright, Ive watched more complex skin material tutorials for 2.8 but want to know the simplest way to go about this given my skin setup - Ive painted the base material and normals for my skin material in Substance painter and apply them to my model by feeding them into the respective slots in a Principled BDSF.
What I need now is translucency in certain parts of the mesh where human skin is normally translucent, like the ears (here is a successful example):
This requires some sort of painting to delineate where light should shine through and where it shouldn't - so far in my material setup Ive tried a mix shader between the principled BDSF and a Translucent node, as well as checking the 'Subsurface Translucency' box.
I just need to know what kind of map/how I might paint a translucency map and how I can plug it into my material setup to achieve this selective skin translucency?