Been trying to pinpoint the reason different sections of geometry seem to be displaying subsurface scattering in different ways across a model I've been trying to render.
I want some intense SS to show up on these wing membranes, and I've had success getting it to work on other parts of the mesh. But on the wings the results just seem completely different despite using the same simple shader and settings.
As you can see here, the wing membrane the arrows are pointing at is barely showing any of the Scatter color, and is not being illuminated from behind as brightly as other parts of the models with similar thickness.
All the membranes here are 3-dimensional, rather than double sided planes, but deleting the other side of the mesh doesn't change the SS display results, so the actual thickness of the mesh doesn't seem to be playing a role.
Things tend to preview as expected with Draft Quality. It's in Full Quality (or with Ray Tracing enabled) that the SS disappears from this area of the mesh.
Anything seem weird with my Ray Tracing settings that could explain this? This is a new scene I've created to test the problem, so they should be pretty close to or at the default settings.
I've tried fiddling with scale settings but they don't seem to really resolve the issue. At smaller scales everything will get brighter overall, but the wing membrane still doesn't pick up color and illumination like the other meshes.
I'm wondering if there's something inherently messed up with my polygon faces in that area of the mesh? I've checked my vertex normals and they seem fine. Not sure what else could be the culprit. Nothing jumps out as me as looking weird in external 3D programs.
I appreciate any advice or guesses anyone has, thank you.