yeah I forgot rendering times. First woven is longest - without subsurface on skin, it's about 1 minute, with subsurface, it's about two. Using 4 core 3Delight on QuadCore machine, 1280*720 resolution, 8 light with deep shadow maps, shading rate 0.5. In image, there's really sharp shading rate of 0.1, so this is about twice longer.
Anyway, I wanted effect of first one, ability to add dust or small specular dots, then to add this in post over existing image, somehow. Especially these specular dots are hard to do with displacement, as displacement needs to be "continuous". Another advantage is resistance to shading rate, each particle have own "contour". Woven is some kind of occasional product, maybe it could be faster than mesh, with detailed pattern. But once the particle is moved out of emitter's surface, or it's rendered alone, there's a good number of issues - it does work with ray-tracing, but circles seems to be still aligned to camera, supplying an unwanted target for the ray. It works with point-based GI too, but it's not so fast, nicely to say.
Would be interesting to try this for clouds, or short high-dense fluffy fur, like on teddy bears.
Subsurface is more along line of misss_fast stuff, preset is default, almost monochrome "marble". Subsurface gradient belongs to two Car Paint shaders, adapted to work with 3delight subsurface in similar way to 3dl misss_fast shader (two times stronger subsurface from back side, scattering from back side too, or "Nn" instead of "Nf"). Car Paint is there because of diffuse falloff, to get difference between layers. Base layer is original skin color, using diffuse falloff of 1. Top layer is inverse hue of skin, some kind of blue-purple, using diffuse falloff of 2-6. Idea is to get a "whitening" on high light-surface angle, in additive mix.
Finally, mix is what I call
screen with pedestal, which allows output higher than 1, gradually looking like plain additive.
In short, subsurface shader is more for blurring, it could be replaced with some simpler shading model. Skin color is almost uniform.
Here is with - without subsurface comparison.
