>>1024074 Try increasing the Transmitted Measurement Distance and Scattering Transmitted Measurement values at the SSS values in the shader. By default these are way too low to get that kind of SSS.
I'm new to DAZ and 3d stuff as well, I've found that to get a good result you need a good high definition skin, tweak SSS settings and obviously good lighting
>>1024603 Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP.
>>1024074 First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look.
>>1024673 >First of all, daz models often look harsh because most characters have harsh features. Is it because of all the chudlines and bad facial features?
>>1024107 You can use thickness map with SSS and and play around with textures in general. Increase normal map intensity, reduce thickness map etc. Mostly texture tweaking