Thanks for the downloads, N-drju. I've been doing some tests with your files and discovered some things which might help.
To reduce noise, reset transparency to 1 and reduce the lightsource intensity. Transparency controls the surface transparency, not the transparency of the whole object. Before the subsurface scattering can do anything, light has to pass through the surface, so 1 is a good value for this. Increasing transparency makes the object much brighter so now you need to reduce your light intensity. Your scene had light source intensity 6 and I reduced it to 1. Now it renders with less noise.
Quote from: N-drju on January 07, 2020, 02:29:02 PMI am also confused by the fact that the light in the final picture is apparently handled in a an absurd way. Just take a look at the picture - while the waxy surface is being lit up much better than the few last times, the "burnout rim" of the candle stays completely black... And this is all just a single, uniform object...
This can be improved by changing Lighting Method in PT to "Subsurface scatter in all directions (BETA)". There will still be a sharp line where the candle transitions from the thin rim to the flat section in the middle, but it can be improved by making some more changes.
Increase the specular roughness to 0.8. This scatters the rays entering the wax. It also affects the specular reflections though, so if you need additional sheen on the outer surface you can follow this shader with another reflective shader.
To soften this edge even more, I think you'll need to create wider rim and perhaps more rounded at the bottom. I would also try to round off the edge of the rim because the razor thinness causes the edge to be too transparent. Imagine it is smokey glass that comes to a razor thin edge - this will not scatter any light (EDIT: actually this isn't so bad after making other changes to the shader).