I guess I should have included a disclaimer. Yes, decreasing PFR increases details at the expense of potentially noticeable grain. While you can get away with a ridiculous setting of 0.5, it is really only feasible in an HDRI environment with a single character. It is simplest and easiest way in Daz to up quality without a whole lot of extra work, provided the PC can handle it. Oddly enough, mine renders PFR 1 faster than 1.5 in certain circumstances and I have no idea as to why. And I'll bet there are skins combined with other methods out there that will give you the details of my third example without having PFR be that low or super long render times.
The video is more showing what it does. Making the various maps and texture is a whole other set of skills. If you know of anyone else who does tutorials on it, please reply with a link as I would love to learn more.
Yeah my comment was more making a foot note like "If you go too low, render will look sharp but will bring aliasing". So if a rookie read he can know what could go wrong.
Here an exemple of PFR set to default, I think it's Mitchell out of habit instead of Gaussian but that's about it. Looking at it, it's quite shit, but it was about where I could go with PBRSkin 1k micro tiles (went a bit overboard lmao).
For SSS I don't watch tutorial, I put faith in my eyes and look at what CG artists do lol. I can just write my take on it at that day.
For credible SSS imo, you will need high translucency, no escape from this. I think something around ~.80/~.90 being the sweet spot. Never ever adjust skin tone by adjusting translucency.
Slot the diffuse map into the translucency color layer. Yeah there is another school that put a slighty brighter version of the diffuse map, but result are subpar imo. Generally you want to stay at pure white (1/1/1) but you can change a slight bit undertone with reducing RGB value (ie .80/1/1 for a blueish/reduced red one) or pushing brightness (not recommended but remove limit, 1.5/1.5/1.5 will be 50% brighter).
Scatter only VS Scatter & transmit. Both will bring great result. I prefer scatter only generally but Scatter & transmit will bring one more layer to control SSS (reflectance tint) you can use it the same way as the translucency color layer for further adjustement and (slighty) pushing a tone.
You generally want to keep transmitted measurement distance quite low something like between ~.10 and ~.20. Same goes for scattering measurement distance, you generally want to keep in between ~.010 and ~.020. At least for humans.
Transmitted color should be in theory the main color of your skin. In practice I mostly use .90/.20/.10 and iterate from there. Whatever you do never go higher than 254 in value, you will broke the SSS. If you use Spectral rendering don't give it any color other than white or you will have seams.
For SSS color, saturation control the SSS density (should been somewhere between ~70 and ~110), hue change the tint, pink (345) give greenish, yellow (30) give pinkish. Value also control density, should be pretty high (somewhere near ~250, but never 255 or you will broke the SSS).
EDIT: I forgot about SSS direction. You want either that light don't scatter much (0) or bounce back (around ~ -0.75). Any positive value will send light into the volume (wrong).
As writing this, Monet with a bit less broken SSS that should work everywhere: