This is my messing about with shader settings to get the look for
Couple of caveats - its based hugely on settings from Bohemian3 over on Daz forums (thanks man). It'll need tweaked for your textures and lighting, but should give you an idea of settings heading toward more realism. Its possibly not scientifically accurate as to how it achieves it results, but, I don't really care - more interested in the final look that the science that I have no understanding of anyways
Some additional settings suggested by Lyoness1 Have applied them now and they really make a difference to the fine details.
*using Fresnel instead of reflectivity
*according to your refraction index of 1.41 the glossy spec values should be 0.028942- 0.028942- 0.028942 (it uses a math formula)
*the Refraction Albedo value (Abbe) should be between 0.5 (european skin-lowest) and 0.6 (european skin-highest) (there's a chart that I pull my values from)
*top coat weight and glossy weight values should add up to 1. for best results, lower the top coat weight.
Here is the render after applying these settings. Have also added a custom teeth and eye shader setting as well as glossing the lips slightly.
Referred here from Snow Sultan., thanks immensely for the Tutorial.
I found the mistake and it's yours )
In the very bottom: "Top Coat Layering Mode" must be NOT Weighted (this turns everything to metal) but Reflectivity.
Then it will be fine skin but this is nearly the same as default.
On the parameter, Base Color, what should I map it to? Should I specifically choose Face to apply the map? Then the rest of the skin I leave it as blank?
I dont have the Glossiness setting, is that the same as Glossy Reflectivity?
Changing Refraction Weight will make some parts of texture dissappear in Preview but appear normal on Render. Is that usual?
Top Coat Bump, what map should I select?