The grayscale texture I plugged in the Subsurface profile seem to not read as linear grayscale but as black and white.
I already turned off sRGB and have set the compression settings to greyscale.
The material I want to make is really simple but I have some really thin parts of the mesh where I would like to be able to control how much the scattering effect works.
As you can see something is wrong with the blending on the antennae.
How do I solve this? I thought it was actually possible to control the amount of scattering with the opacity mask.
I tried also to add a brightness and a contrast for the texture in the opacity to try to control the blending but that didn’t work, t just ends up masking to black more or less of the mesh.
This is particularly terrible because I can’t differentiate between parts that might have more or less density and so different amounts of SSS.
I am thinking to separate the antennae as a last resort and apply a tuned SSS material to them, but I want to try to solve this first in 1 shader.
Also I wanted to introduce subtle details like sub dermal veins which would scatter less light and appear darker but that doesn’t work if I can’t use the texture grayscale for the opacity
Btw I am using ray tracing with lumen.
I saw a post fron two years ago which mentioned a similar bug but no solutions so I thought I’d ask again.
Does someone know how to solve it? Help please!