I don't want cause confusion. Let me restate more clearly : The cavity map is a black/white mask, black being the small cavities like pores or very fine wrinkles. The black part of the make occludes specularity and/or diffuse color. It works somewhat similar to an AO map. So it is not acting against the SSS directly. It is…
i don't know nothing about offline rendering, but I agree a cavity map will help with details like pores and blackheads against the SSS. You can create a cavity map without baking if you did your sculpt in zbrush and it shares UV's with the low poly. Simply fill the tool with white polypaint, mask by cavity, invert mask…
@musashidan Cool thanks a lot for the help. Yea I have Micro detail from the Displacements going into the Specular roughnesses. I usually have trouble with that area though because for some reason the "Tmask" which focuses the glossiness onto the nose, cheeks etc tends to get overly punchy and hard edged for some reason…
The disp details getting washed out by the SSS effect is normal. The maps in the reflection layers will counter this. It's vitally important that you balance these 2 layers under good lighting conditions. My advice is to turn off SSS and just work on the Spec 1 and 2 maps and Rough(gloss) 1 and 2 layers. These are the key.…