Hello guys.
The long awaited Random Walk Sub surface scattering has now been added which for some will be a huge addition to Redshift. A move from point based to Ray traced SSS was a move in the right direction but the new standard for SSS has shifted for some years with other DCC packages.
Arnold known for its quality skin renders using the AL Surface was ahead in the game of realistic portrait 3D Art. Arnold moved to the new method Random Walk which is highly accurate and helped produce some stunning renders using this method of SSS.
Redshift own methods for SSS just didn't hit the mark, especially for realistic skin rendering. This has now changed with the inclusion of Random Walk in which further improvements are on the cars I'm sure.
The big deal for Skin and high frequency detail models is that SSS needs to offer the ability to produce back scattering for thinner objects, frontal scattering for the soft look of skin while being able to retain high frequency detail often lost when SSS is applied. In addition to this bleeding was often a problem in areas such as the lips, eye lids, and nasal creases. The difference with Random Walk is significant.
Alsurface render within Vray. 6+ hours
Redshift Raytraced render (Principled Hair shader)
Redshift Random Walk (Principled Hair shader) 2080 ti 1hr 13m