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Direct sss on principled shader


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Thanks for the feedback!

I see no point so far in using Raytrace so I always use the PBR engine, like you said probably is related to how PBR works I just wanted to understand why and if it is the nature of SSS why there is a 'direct sss' in the first place?

With the Physical SSS I got the single and multi which function similarly with direct and indirect.

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