Yes, Daz comes with shaders. You'll find them in your content if you go looking for them. Lots and lots of materials use the "IRayUber Shader," which is a "program" with an amazing collections of knobs, allowing all kinds of different materials to be simulated. The 3Delight has its own shaders, btw. If you try to render an object that was set up for 3Delight, Daz will automagically convert the shader to an iRay shader, doing its best to replicate the original 3Delight settings. Usually it isn't a bad job, but it's not usually as good as replacing with a "proper" iRay shader.
Just to be picky, there are "shaders" and "shader presets." The "shader" is the program, and the "shader preset" are the various knob settings for that shader. But usually when you're "applying a shader to a surface," you're doing both - setting both the program and the settings. Thereafter, you can twiddle with the knobs of the settings to adjust the outcome.
When you see a "shader asset" in the Daz store, it might be just a collection of presets for the Uber Shader, or it might actually have its own shader - it varies depending on the product. But you usually don't have to worry about the difference - you apply it to the surface, and everything gets set up.
OK, backing up.
"Vertex" = a point in 3D space. (plural: vertices) It has an X,Y,Z position as well as U,V values, as mentioned before.
"Mesh" = Take all your vertices, and connect them together to make the 3D outline of the "thing" that is going to be displayed. "Vertices" are connected by "edges." The usual arrangement is that the overall model is made up of triangles and "quads" (four-sided polygons). You can see the meshes of the objects by switching your main viewport to one of the wireframe options - if you zoom in on the wireframe, you'll see how the vertices connect, and it'll probably all "click."
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Now. Suppose you have four vertices in your mesh that are connected together into a quad, and they're part of a surface that has a texture. Daz wants to figure out what color the pixel right in the center of the quad should be - maybe that's the pixel that's right at the tip of a figure's nose. Each of the four vertices have U,V coordinates. So what Daz (well, iRay, actually) does is to plot where those four (U,V) coordinates appear in the image file that make up the texture. So now what it's done is to map the quad in 3-space (four X,Y,Z values) to a quad on the flat texture image (four U,V values). Then what it does is interpolate to the center of the quad in the texture image, pick the color it finds there (sample the appropriate pixel) and use that color at that spot in the render. It's a bit more complicated than that, but that's the basic idea.
Basically, all the G8F models have the exact same mesh, by which I mean that the topology - the number of vertices and how they're connected - is identical. Different figures have different (X,Y,Z) position of the vertices so that the figure can be taller, shorter, fatter, thinner, of course. So when someone is building a new G8F figure, what they're doing is moving the vertices around, not adding or removing vertices. In addition, all the models use the same UV mapping, which means that the vertex at the tip of the nose always has the same (U,V) value. Thus, different artists can create different skins (textures) for their figures, but it's possible to transfer the texture from one G8F model to any other G8F model, and it will line up correctly, because the tip of the nose on the face surface is always at (183,297) (numbers pulled out of thin air) on the face surface texture image.
This wasn't true of previous generations. There were a half-dozen different UV mappings in the G3F family. Take
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for example. If you go to her page, and look at the bottom under "What's Included And Features," you'll see "Olympia 7 Custom UV set." So she has a different mapping (i.e. tip of the nose is in a different spot on the "face texture image" than Victoria 7, which uses the default, base G3F UV mapping. If you then look at
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as another example, you'll see that in the description it says "She comes with detailed skin crafted on the Genesis 3 Base UV set" and at the bottom "This product uses the Genesis 3 Female Base UV Maps". So this character doesn't use the same UV mapping as Olympia. (In this case the "for Olympia" means that her shape uses parts of Olympia's shape.) But what this means is that these two characters' skins are NOT interchangeable - if you apply one to the other, things won't line up correctly - the color that's supposed to be in the left nostril might end up on the forehead. But you COULD apply Victoria 7's skin to Myrina, or vice versa, because they use the same UV mapping. I think when the Genesis 8 family came out, Daz said to their artists, "no more mucking with the UV's on your figures." That's good for us puny users, because it makes things more interchangeable.
Gradually becoming less murky?