So I set up a lighting test with my Nucleosome Proxies all nicely arranged, positioned a light right at the back of the scene with the intention of creating nice bright highlights with a sharp falloff into dark shadows, and hit Render…
Immediately I noticed something really weird. The histones were all bright red, even in the places where they should have been in complete darkness. It was like the light was going straight through them. In fact I had noticed a similar effect on anything I had applied a Subsurface Scattering shader to.
I decided that it was time to stop hoping that the default Scatter settings would get me through, and actually do my research.
As always, Digital Tutors knew how to provide, and I found a fantastic tutorial, mental ray Workflows in Maya: Subsurface Scattering. It took the fear out of working with SSS.
I found out why the fast_skin shader was acting in that way, and of course it was down to – surprise, surprise – scale.
The fast_skin shader is set up to work as human skin, to be put onto a real-world size human being, not a tiny cell organelle. The Back Scatter (attribute used to control areas of complete translucency i.e. the webbing between fingers) has a Radius setting to control how far through the light can penetrate. This is the default setting of 25:
And this is what it looked like after I scaled it back to a more moderate 0.5:
So now the light only filters through on the edges, rather than the whole object.