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What it looks like the issue is, the characters (and everything else) are so well lit, that each character could render cleanly if rendered alone. This gives it the look that it looks like the characters are just that, pre-rendered and the cut and pasted onto a background, when in fact they are not, and it is an undesirable look. Here is how I would fix this.
One trick to photoshop someone into an image is to make it so light wraps around the contours because light does this in real life (but by doing so using photoshop methods), so it looks natural, so in your render you want to get a similar trick going.
How do you do that in a 3D software?
Here's how I would do it in Blender, but I will generalize it so you can use it in daz. There are two things you need to do, fix the lighting, fix the camera.
LIGHTING: everything is too well lit, so we need to fix that, but what does it mean to make something not 'well lit?' The idea is to replicate how light wraps around objects to make them feel like they belong to a scene or image, a similar concept exists in computer graphics, we get these kinds of visuals with light bounces. Sometimes the concept is referred to as global illumination. In Blender, we can control how often light bounces in a scene. With Daz, I can assume you have at least 2 or more light bounces, which should be enough, but even if you have lots, they won't do any good if you wash out the scene with too much light. So there are three things to change I believe.
These three changes are based on three details I think you want to focus on in this image. 1 you want to see the store, 2 (I assume) you intentionally added a light such that some of it could reflect (glint) off of the blond girl's shoulder and arm, and 3 enough 'viewing' light to see the girl's happy faces.
FIXING THE ROOM Judging by the the lighting filling the store, the lighting is too well rounded, too flat, so there are two things to fix this (and I don't know how much control in daz you have to do this). since you are inside, you can almost completly remove any ambient lighting, this will have the most impact out of everything, but it will also make everything darker (especially if you have been relying on it). The second thing is to change the lighting (ignore the lights acting on the girls for now) such that it acts more like store lights.
how to get store lights? Move the light as if it is a light bulb, and place it one of two ways.
ONE LIGHT BULB the first way would be to put it in the middle (maybe not the middel of the room because that may be too close to the girls, but in the middle such that it would point down to the floor where it looks to be in the middle of the image (aka find the middle of the image, point to the floor, find that point in the scene, have the light bulb above that point). you can play with the location. The next change to light is to try two things (I don't know if you can do these in daz), you can adjust the size of the light, and the focus/type.
What is light size? when in blender lights have size. in video games lights are very simple, they are a point where light is emitted from, the issue with this, is say, you are trying to light a room, where you have a pillar standing on a floor with the light to the side of it (like a torch) because all the light rays come from a pin point as the lights get blocked by the pillar, and the other light rays don't, what ends up happening is the shadow of the pillar on the floor becomes very crisp, with perfect edges, and this happens with everything, the shadows of clothes folds on itself, faces look flat, etc. To fix this is light size, rather than coming from a pinpoint, you can make such that the light acts like it takes up space. think of a real light bulb. inside of it is the filament or LED, most light sources have a defuser, an outer shell that deflects the light, this will be the white glass of the bulb. when the light is on, the whole 3D surface gives of light, the reason for having a defuser is to make it so that the light does not come from a point but from an area, so that say, maybe light from half of the bulb doesn't make past the pillar, but the other half of the bulb still has the ability to reach the floor, so what happens is this not only soften shadows, but makes it easier to see (hence why lights have defuser) and light size is just a trick to replicate this effect. you can see this effect in real life, when the sun is out and at an angle, but not too low, find a pillar and it's shadow look where the pillar connects to the ground, the shadow will be sharp and crisp there, but as you move along the shadow, away from the pillar, the shadow edges start to soften as the light has more distance to wrap around the object, eventually if the object is tall enough the shadow will fade away (think tree leaves, you don't see their shadows too clearly). So softening the light (making it bigger) should be a property you can change, and it will do the work of the ambient light by smoothing everything out.
Focus and light types. to make sure the light doesn't go everywhere and thus make the image flat again, try to make the so it only points down at the floor. Basically a spotlight. Focus is like size, but different, still try to have the light a good size in the sense that size is like how I just descride, a feature that makes the light fades out on the edges like a soft shadow, Focus would be where the spot light focus and how big it is, I would play around with between focused on the floor, or wide enough that the edge of it lights up the bottom half of the walls and clothes. The reason we are doing this with the light is to generate contrast. Contrast is going to be one of the two keys that will make this image less flat. lighting the bottom half of the walls and clothes while letting the upper half stay out of the light (only being illuminated by the light bouncing back up).
MANY LIGHT BULBS one light bulb is good for talking about the idea, but if you really want to sell the idea that this is a clothe store, we are going to need to be a bit more extreme with the contrast and lighting. actually, dedicated clothes stores also use the trick of contrast. first the tend to go with light bulbs that are not pure white, but hard white that are a little bit yellow, they also tend to not use light bulbs but rather halogens bulbs (small spotlights with a medium focus and a good 'size' in the sence of how teh light fades) and they will set them up often in rows (since they are installed on rails) they do tend to point the lights to about eye level or lower instead of at the floor like we had to do with the one light bulb, but the way they increase the contrast while also not making the place to dim is to make the walls out of rich wood (mix of deep brown, and reflective almost golden grain all in lacquer) that way the light that bounces off these walls are made softer and stay warm. So tricks you can do to replicate this is to (if possible) make the walls more of a mix between brown and gold (just a singe shade painted over will do), (maybe even a wall a bit more red), have the lights less bright, a bit yellow, spot lights, many (bout 6) focused so it only lights the top half of the clothes, without lighting up the floor or the top of teh wall, and let the light bouncing do the work.
CAMERA Now if you tried this, you may notice that the image doesn't exactly look too good (easier to see what you are doing if you for the time being disable the lights that illuminate the girls since they will wash everything out) it may be dark and it doesn't look like the room is well lit unless you have a bigger brighter light in the scene. This is to be expected, even if there are lots of light bounces the issue with computer graphics is the sRGB standard for graphics. In photography there this concept of f-stops. the idea of an f stop is the higher the f stop, the greater the range of light you can see. not seeing inferred and x-ray range, but rather brightness. The human eye at best has 24 f stops, this would be, think about how if you wake up at night, you can kinda see in the dark, if you turn on the bathroom light it is too bright, and during the day if you come inside after being outside, the house is dark even with the lights on. This is because the eye adjust for different levels of light. If you ignore our ability to adapt, an f stop would be a measure of the range of the brightest bright thing you can see to the darkest detail you can see. a cheap disposable camera has say 12, and other cameras do better, but they can't adjust too well (exposure setting), but no consumer camera competes with human eye, so that is why no pictures you take looks exactly like how you saw it, because the camera's f-stops can't match the level of details your eyes have (in terms of f stops) well sRGB is even worse at 8 f Stops. this low f stop rating means that your virtual camera has a hard time seeing the dimmer light in the scene. in recent years you may have heard of High Dynamic Range, or HDR, this is a movement in both art and digital content, to push devices beyond sRGB and beyond 8 f Stops, and to videos and art that can contain more details in terms of how bright and dark it can be at the same time (contrast ratio, would be another way to talk about it). Well when doing computer graphics we still have some limits. I don't know if you can do this in Daz but blender has swapped over to the filmic system, (basically replaces some lookup tables) to allow for blender to have more f stops when it renders and to be able to capture more with less light (almost, if you wanted to see a bedroom in the morning light, but the curtains are closed with a bit of light leaking out of them, the sun would have to be blindingly bright, but the bit of light that leaks through will be enough to give the room a good amount of light despite all of it just being light that bounces around but it is very soft and abmient like in real life. So if you can do this trick with daz that, this will improve your contrast range and all your images and be the first major step away from a flat image (in fact this is the big ticket key to fixing the issue, hence why blender moved over to it (or atleast installed it as part of the default build) ).
Even if you can't change the lookup table to have more f-stops, we can still try some tricks to replicate the effect. (again disabling the lights on the two girls) set the bounce count high, dim the lights, increase the camera's exposure, and lower the gamma a bit (or raise it, experiment). till you have something with a bit more contrast and you can see. our hope is (and you can only see this with the lights on the girls being turned off for testing) is that you will see some of the light bouncing around behind the girls also bounce and hit the girls, giving them a bit of an outline. This is the second key to fixing the flatness of your image. increase contrast, and having the light wrap around the girls (and everything else).
after this, I have explained the two key points and the working concept so the rest is easy
FACE LIGHT so after getting the camera and the room set up to try and get the light to wrap around the girls a bit, you can work on the two lights that are focused on the girls. fort lets do the first one that lights them up for the camera. you will probably have to dim this. Keep the color white (not yellowish white like the lites for the room) since that will help make the girls not look like they are only lit by the background light and stand out more naturally. the key thing is to play with the size of the (point?) light, you will need texperimentnt with the size of the light, you don't want it too big other wise the light will be too soft and look like they are surrounded by ambient light (flat colors, no shading), but you don't want to go too small either since that will make the light (and shadows) look hard (aka simple video game shading instead of no shading) so you will need to play with it a bit to get a good contrast.
HIGH LIGHT the last light to adjust would be that bit of light that reflects of the blond girl (assuming that was intentional). you can make that a spot light so it doesn't affect the background too much, and you may want to play with the size, smaller should make the shine refelction more crips, almost glinting off of her if you want to make it seem like she is shiny, or if you have that light to make it look like the girl is part of the scene, you could change the light so the color (and maybe even size, type and focus) is just like the halogen lights so that it looks like the background is litterally illuminating the side (and behind) of her.
so trying to add more contrast and making the room a bit warmer (in terms of colors and lights) will help to make the background more realistic, and the contrast, and light wrapping around the girls (generated via lower lights, a focus on bounce lights, more contrast, and trying to improve the f stops of the camera, ignore the DOF) along with the less ambient (flat) looking light(s) will help make the scene both pop and look cohesive (belong together).
Lastly, you could always do a bit of post processing (I can only really think of more contrast and brighting up the image to make it so it doesn't stain the eyes to look at).
hopefully this information is of interest to anyone, or insightful.