MidnightArrow I'm not trying to antagonize and I'm sure you've explained this before, but can you summarize your process?
Do you do all the morphing etc in daz before exporting to blender (or maya?)?
Do you need to rig the figure to adjust pose? as far as I understand the Daz export doesn't bring bones and rigging with it...
Do you reimport to render in daz, or do you re-texture the assets in blender and render there? if so how much of the daz asset materials can you reuse in blender?
You need to morph the character inside Daz Studio since some morphs change the armature's rest position, and Blender can't do that dynamically (yet). So any morph that changes the positions of the bones (typically character or height/weight morphs) needs to be baked into the model on export. Others, like nipples or navels, can be exported later and added as shape keys you can dial in and out whenever you want.
You save the character as a Duf scene and then save a .dbz file, which is created by the Diffeomorphic exporter.
You load the Duf in Blender. The character's rig is intact and you can pose it right away if you want.
Then you need to do some tidying up. Merging the clothing armatures with the figure's skeleton, importing JCMs, transferring them to the clothing, etc. Depending on your use case, you may want to go further and do things like rig the hair with bones. That can take a very long time. If it's a one-off render, it's easier to sculpt the hair how you want it. I also like to rig up skirts with lattices or mesh deform modifiers, which often flow better than the default rigging. But that's optional and everybody needs to find their own workflow here.
Once everything else is done, I convert the character to use Blender's built-in Rigify rig, a full-featured FK/IK switch rig that makes posing characters a breeze.
Originally Diffeomorphic's material converter was kind of bad, but after a few months of struggle and setback I have a skin shader I'm happy with. (I'll share it if somebody wants.) Rolling my own skin materials turned out to be a blessing in disguise, since Daz QA does fuck-all to ensure skins are consistent between different PAs. Now I just tweak skins to match every other character while I'm making them, and it works fine. Other materials (that don't have subsurface scattering) convert pretty well and usually don't require any manual fix-up unless you want to do it (I usually do).
Getting a character ready can take anywhere from 10 minutes to a few hours, depending on your use case and how much effort you put into it. But Rigify is so effortless to use that you save a lot more time in the long run, if you're making a VN where the character needs to be linked into many different scenes. The only situation I'd ever use Daz Studio is if I need to make a sprite for a minor character who won't ever be appearing in an event still. In that case, it is easier to render them in Daz Studio over a transparent background than do the full conversion profess. But I'd still use Blender to make the actual poses and export them as Duf files.
Aside from exporting poses, there's no way to bring a scene back into Daz Studio. But frankly I don't even care. Iray is a good engine in theory, but Daz3d put it into baby mode and it's worse than Blender's Cycles. It uses only the sRGB color transform, it's denoiser can't output dirty or albedo passes, etc. I can live without it.
Originally I did have an idea to skip the conversion step entirely and make a VN by exporting all the poses from Blender. But in the end, the half-assed implementation of Iray helped convince me not to go through with it, since the renders were too noisy but the Iray denoiser was too shitty.