Could've phrased that better, honestly.
It's generally a form of continuous lighting that'll wrap around the face, with a slow falloff of intensity as it wraps around. This can either be done with a fill light, or some sort of reflector/bouncing board. In the case of Daz, a reflector/bouncing board can be recreated with a primitive plane that has all reflection settings turned down. Using white will reflect, black will block the light from reflecting.
This style of lighting for a VN can take a bit of planning, and is good for single figure renders. Time of day, angle of where the characters are sitting, where the light is coming from, the distance of the character from the main light source, indoor vs outdoor lighting, etc. It sounds like a lot, but tends to come together once you get the first few answered. Which is where motivated lighting tends to play its role in certain shots.
I tend to use a more short side technique for lighting where I can:
View attachment 2954607
So, here I use the HDRI to use have the sun hit the window some, just matching the general direction of where I want the light source to be coming from. Just off the left side of the frame, there's a spotlight pointing right at the short side of his face. The broad side in this context would be the side closest to the camera. The part you're seeing the most of here, as the name would imply. The short side is the opposite, the side that's barely exposed or only partially exposed to the camera. Just enough to create a bit of a rim/highlight. The ghost light on the roof does the rest of the job in lighting and filling in the shadows on the broad side of his face. A similar concept is present in this video:
That being said, there's a lot of ways to either exaggerate details in the skin (via light or texture maps), and some angles will bring it out more than others. As will certain colors and lighting styles. Just takes a bit of experimenting to know what works best for each scene and character. Not all skins are made equal, and some do it better than others. Especially in Daz.
Here's a short little video of me playing around with a couple spotlights (from a single light to three point lighting), and angles: