For those who are interested, here is a description of my current setup. First I take my normal map into Photoshop and create two versions of it. To one I apply a Gaussian blur (8 pixels wide in my case), to the other I apply a high-pass filter (same diameter as before). This splits the normal maps into two parts, the…
That's essentially all mine is too, only I found that multiple normal maps make no major difference. I tried that already. The results were similar. Memory usage was obviously smaller than D3TD's, but instruction count was higher. I had no issues with the CustomTexture node. What exactly are the shadow and attenuation…
I always thought of D3TD's Skin shader more as of "Blended Normals" on steroids rather then a special SS solution. If you blend his setup that with a blue color, you will literally get the same effect, you could also try Mipping the Normal Map, but CustomTexture nodes don't like Normal Maps. As for 'more robust' SSS…