Thanks for reporting those issues.
A few extra points:
- I have tested scene textures from a post process in 5.1 and it seems to work (I have not tested everything). Please be accurate when something does not behave as in the non strata path otherwise we do not know what to look at. Thanks.
- From our side, we will need to add details for the subsurface setup in the course.
- As mentioned by @EG.NMorgan, when UseSubsurfaceDiffusion is ticked on the slab node, the screen space subsurface scattering diffusion method is used. Use the transmittance color to specify the bleeding color as well as the thickness to specify the distance at which this color is reached. Directly feed MFP if you have physical data.
- Then if UseSubsurfaceDiffusion is unticked, the shading is similar to the Subsurface shading model: transmittance color represent the subsurface color. The subsurface scattering distance is controlled using the phase input for now (same as Opacity before, adhoc non PBR way to remain cheap)
- Transmittance=1 will result in an infinite MFP. We have made that safe but maybe we have missed a spot so we will look at fixing.

