(still in beta5) When you have a light function like a pulsating light, sss materials react wrong, being, they’re still lit the moment the light has black input from the light function.
Hi Christian,
I was able to reproduce this subsurface scattering issue in our main build as well as Beta 5. I have added a report to our database with your post’s information attached as well and handed it over to our rendering team. Thank you for your report.
-Alexander