Interesting!
There is a potential pitfall when using translucency. If the material is 100% translucent, you should not use a colour any brighter than 50% (at the moment). In reality the amount of light leaving a surface cannot exceed the amount falling on it (unless it's luminous/emissive). Translucency acts as a percentage of the diffuse colour, and transmits that to the other side of the surface, adding to the total.
For example:
100% white diffuse, 0% translucency: Total = 100% + 0% = 100%
100% white difffuse, 50% translucency: Total = 100% + 50% = 150% (this is physically impossible)
Here are some settings that remain physically correct with a total output of 100%:
1.0 diffuse, 0.0 translucency
0.8 diffuse, 0.25 translucency (0.8 + 0.8 x 0.25 = 1.0)
0.75 diffuse, 0.33 translucency (0.75 + 0.75 x 0.33 ~= 0.998)
0.66 diffuse, 0.5 translucency (0.66 + 0.66 x 0.5 = 0.99)
0.6 diffuse, 0.66 translucency (0.6 + 0.6 x 0.66 = 0.996)
0.55 diffuse, 0.8 translucency (0.55 + 0.55 x 0.8 = 0.99)
0.5 diffuse, 1.0 translucency (0.5 + 0.5 x 1.0 = 1.0)
Problems occur if you don't consider this. Multiple bounces of light will cause excessive brightness to compound into a much larger excess. Not only can this look weird, it also increases noise in the image.
I might add a checkbox to the translucency control to make it automatically reduce the light-facing diffuse so that you don't have to think about this. If you're reading this in the future, look out for a checkbox labeled "physically correct", "physically correct diffuse/translucent balance", or something like that.
Matt