I am trying to achieve a photo-realistic splash of liquid akin to orange juice and have tried my hand at it, and referred to a quick tutorial (node setup photo, actually) for how to setup the nodes for the material. However, I need to be able to switch the liquid's base color somehow, optimally by just retracing the node connections from some color source (currently trying a Diffuse BSDF) to the "color" input connection on the nodes. So the node setup kind of works if I just set the color in the Glossy and Subsurface Scattering nodes directly. But if I then drag the output connection from that Diffuse node to the input for "color" on the two nodes, it refuses to use those colors and instead uses the colors that had been previously selected in the nodes themselves. Is this a bug with blender 2.78a? Or is there some specific way to do this that I am not aware of?
Edit: adding screencaps
Full setup with the nodes connected: (the left-most nodes would supply the color to the next column of nodes)

These are the colors set in the nodes, which are the ones that end up in the final rendering, not despite connecting the "color source" (diffuse) nodes.

