Best practice and method for transparency with leaves? I'm modelling leaves as a solid mesh using Displacement for texture (no Image Texture files). Leaves need Subsurface scatter (SSS) and translucency. I can add Subsurface Scatter with the Principled Shader, but I'm confused about the best practice for a realistic translucence to the leaves. I see three possible approaches: Transmission value in the Principled Shader, or a Transparent node or a Translucent node plugged into material output. 

What is the difference between these three tools (Transmission, Transparent, &amp; Translucent shaders) and what is the best option for this application?

I understand that the Transparent shader allows light to pass through unhindered (like glass). And Translucent shader scatters light - not dissimilar to SSS - like it is passed through a body or mass. But, can this same effect not be achieved in the Principled shader with SSS and  Transmission? In short what does Transmission achieve that Translucent and Transparent shaders cannot? 

Thank you.
Translucent BSDF is physically more acurate in this situation.  


Connect it using Mix Shader with Principled BSDF
Use the Fac slider to control the influence
Use Cycles render engine for realistic translucence (Eevee doesn't support it)




If you want to use only Principled BSDF shader, use Transmission + Transmission Roughness. Notice the light scattering isn't as strong.



Subsurface Scattering doesn't directly affect translucency, but it's needed for proper realism. Just bear in mind it's a bit slower.