Okay, I'm still poking at the odd SSS scene's results (scene attached), and in the process ran across something odd in the Coverage buffer. Maybe I don't understand the Coverage buffer expected behavior, but what I'm seeing in this case certainly seems incorrect...
Here's the SSS final render again, not much light but it's just a big cube with the same SSS surface on all polys:
The Alpha buffer output is just what I expected:
However, the Coverage buffer looks like this:
That looks incorrect to me. There's only one object and only one surface present, so I'd expect the background to be one solid color, and the cube to be a different solid color -- because it's just one object with one surface (the default surface). That the Coverage buffer instead is showing a solid color at the edges of the cube fading to a _different_ solid color (white) in the center seems completely wrong to me, because there's only one surface on the cube.
Scene attached:
odd_sss_2018.zip
(edit) Oliver pointed out that only the R channel of the Coverage pass contains valid data. B & G appear to contain unrelated data, and that was causing the odd result. As I mention below, I'm still likely to file this as a bug -- if they're only populating R channel with valid data, then IMO, they should _zero out_ B & G, not leave unrelated data in them.
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