Hi Vlado,
thanks for you answer.
When I mean get inspired by real life references, I mean, for the look only. You know better then me the maths behind the shader,etc. I just try to help with what I see can be improved, it’s you who knows how to make the changes in the shader to reflect that. Brute force sss seems good
but maybe it gonna be slow(slower)?
I tried for the ears to use a map for scatter radius… ok the ears was looking not too bad when backlighted.. but in normal lighting, they seems to be in wax! because the radius was too big on them… Is that complicated to make the backscatter control like the one in Mentalray ?
The only way I got a not too bad effect while keeping it correct in other lighting, was to blend it with a Vraymat and using refraction with fog parameters.. but it only work with direct light, with indirect light the effect is not as good as it should be.
I tried what you said here : about the harsh shadows that you are getting when you set the phase function to 0 - these are due to the single scattering approximation; if that bothers you, just set it to “None” (or perhaps raytraced).
And then it gave me the exact same result has if I was not putting the phase function to 0 etc. I got the same result as the phase function at 0.9 and the approximation to single… with the greenish bug… so is there something that is breaked in the sahder? Try it yourself you will see, it gave the exact same result :S There is no workaround to do to not get the greenish bug… the only way to alter it, is to use a color scatter close to your sss color and use a map for the radius, where you have thin area like wrinkles and eyelids,etc and map those area a little bit darker…
The file is easy to find on the net ( but this model head is not the best to test a skin shader, too soft surface, better to have a realistic old man head with wrinkles..) , but you won’t have my set up though… I custom made glossy map and reflection map.. but anyway, don’t really need them, it’s more the SSS were talking about here but sure adding control of the `soft` fresnel reflection would be awesome instead of having to blend it.. and opacity map pleaseee
would take you 5 min to incorporate it and would be awesome for all of us 
It’s really important to upgrade constantly as much as you can the skin shader, it’s one of the big things that made peoples switch to Vray
like me haha. I was using Mr ONLY because he had a skin shader… so when Vray got a better one.. the switch was instantly lol like a lot of peoples are doing since 2 years..(and I knows studios that are testing it right now to see if the skin shader suit their needs ) since they saw that now we can make good looking skin in Vray.. it’s a VERY important factor. So if you can get the best skin shader out there.. the more customer and big studio you will attract.. now you got blur, since they saw that Vray had a nice skin shader but more will I believe
Vray is really cool
but don’t do like Mentalray and taking 5 years to upgrad shaders haha (they did a new sss2 with the latest Mental ray.. it’s better then the original..but it still have the same flaws.. looking plastic.. with some red in the shadows etc.. the bump suck, look like it’s not scattered by the sss,etc..)
The coolest thing about the SSS2 in Vray is the way it handle the front scatter (when you don’t have the greenish effect of course) we really feel the depth of the skin, and that is really cool! I think in that departement, Vray rules Arnold and all of them. but the other little bug make it more bad in some circumtansce, like low back scatter effect,greenish effect when scatter is a bit strong, reddish bounce of light,etc. So if you can correct these, I think you will have the best skin shader out there 
P.S edit : An other thing that is working really well in the shader, is the specular and the way the bump react with the specular and the sss, the bump is affected by the scatter wich make it well integrated togheter and flows naturally, like in true skin and.. it’s so simple to get the diffuse right
not like mr that you need 3 maps to get about the resutlt of your diffuse (while never really getting it exactly..) that in Vray sss2 work perfectly! the diffuse color are really well preserved and not diluted in the sss and also then displacement is not diluted.. in mr all the details goes out… so when upgrading the sahder, make sure these things are not broken along the way
the good’s must keep as good as they are, just upgrading what need upgrad would be perfect 