This is a subsurface scattering shader I've been developing that mimics the visual appearance of single scattering phenomena. The method I'm using for the cheap scatter method is based from the research on "Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look". In the original method the user has to per-calculate the depth of the object in a texture for the shader to read. In a attempt to make the method more user friendly I've developed a new object depth node in Mari that can mimic the depth distance in the object that can be used as a replacement for the depth texture calculation. Leveraging the power of Mari's texturing tools, the user can drop in the object depth node and get an initial depth pass that can be painted on to control depth. The method although a very course approximation of single scattering can give some very interesting and at times convincing results.