Hello everyone.

I need to render translucent materials using OpenGL 3.3 and a deferred shading model, after a lot of research I found a technique called inferred rendering that combines both things a deferred shading and translucent materials but my question is with inferred rendering I also need a material shader that deals with the subsurface scattering or I don't need to use the subsurface scattering for implementing translucent materials with inferred lighting or rendering ?

Thanks in advance.