It seems different SSS techniques are popping up all over the place. I'm sure you all remember Mike Pan's technique we talked about recently. While Mike's method may produce more accurate results, Matt's method is a bit simpler to setup and produce. And you'll even get to use the new baking features found in 2.43.
The concept is that you take the lighting information of your scene and bake it to a map. Then you blur the resulting map and apply it to your model. The map provides the light for the model and the blur simulates that beloved scattering effect.
Matt says of the technique:
I came across an article yesterday which referenced a presentation at SIGGRAPH 2004 by ATI, talking about a quick method for faking subsurface scattering in skin and had to give it a try in Blender. It's by no means accurate, but it's very fast and easy to set up now in Blender. The technique is apparently what they used on the Matrix: Revolutions 'superpunch' shot, it's basically using UV information for finding pixel locations on the surface, by rendering a baked image of the lighting and blurring it.