Anisotropy Control for Randomwalk SSS
Real-world materials that exhibit sub-surface scattering often are anisotropic, which allows for light particles to have a higher-than-random probability of either bouncing back the way they came or bouncing forward from their initial direction.
While the Principled Volume shader has functioning anisotropy control, there is no current way do give this behavior to SSS in a surface shader.
Proposal: Implement the same mathematics used in the Principled Volume shader to control anisotropy levels in volumetrics >> to the Random Walk SSS algorithm in order to fine-tune the bias between forward-scattering rays and backward-scattering rays.
1 Comment
This have been added on the Cycles X branch few days ago