i had an idea how to do this. at first, it looked like layerd materials with an alpha would deal with this. but theres a problem. i have to use material functions to combine them. but material attribute commands in those doesnt have the SSS profile function because i cannot set any shading model on them.
Wouldn’t the scattering of light in the upper layers of a material reduce the visibility of any fine details, or blur them?
Anyways, it looks as though the whole face has a single value for the SSS, you would only get a decent amount of really visible scattering from the nose and ears, the rest having a significant less amount (we’re not made of marble).
To change this, you would need to plug in a texture to the opacity channel, places where you want more SSS is whiter, less is darker.
It looks like your textures on the second screen is mid mapped.
b2t: Try multiplying your normal map so you can enhance the normal effect on your mesh this is what i am doing and/or try to crank down your subsurface profile to a lower value.
Cheers,
Bao