I will copy one more private message, since the topic of shaders has caught the readers' attention.
The main drawback of the translucency/specularity (glossiness) control approach is that the Iray Uber Shader always counts on some portion of the light passing through translucency or being reflected through specularity and dual lobe. Dual lobe, incidentally, is the third parameter that has not been mentioned yet, but which gives the best, 'softest' reflections from the skin.
Of course, if light is falling on the scene from all sides (which is the case, for example, if you have the Dome and Scene option enabled in the Render Settings tab), you'll barely notice it. Since in such a conditions you get mainly diffuse scattering of light. But in many renders, other parts of the light scattering are extremely important. For example, in this render, where a lot of light passes to the camera through the models themselves, shining through their delicate parts (no postwork, just DAZ render):
Also, I prefer dual lobe to pure specularity (glossiness) parameter because the former gives two 'lobes' of light scattering (strong and weak reflex), while the latter has only one lobe, and a narrower one. So specularity is good for some stainless steel kettle, but not for the complex structure of human skin.
Often, in order to achieve good reflection effect with pure specularity, which will not resemble Barbie dolls and her friend Ken, artists go for a trick: set the bump map parameter somewhere close to 10 or even higher.
This works well on the overall look, but creates a wonderful sandpaper effect when approaching the model's skin in close-up. With dual lobe you have the ability to stay in the golden mean between 'Barbie doll' and 'sandpaper', simply because this part of the Iray Uber shader was made just for materials like human skin. And, yes, dual lobe is much more PBR shader then pure specularity (glossiness in Iray), since in real world it is rare to encounter a narrowly-directed reflection of light - it is usually only produced by mirrored surfaces
Example (no postwork, just DAZ render, mainly dual lobe scattering with minimum glossiness and bump):
And, finally, some links.
If you don't want to bother with 'wet shells', I can recommend this product:
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.
In general, all v3digitimes products are very good, she (this is girl) obviously does a lot of modelling herself, so she makes them very clear and user-friendly. I, for example, always use
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, it allows you to do almost all the necessary manipulations in two or three clicks, without having to manually dig through the tabs of all numerous G8F texture regions.
So, highly recommended, just a placer of diamonds:
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