Something I've noticed from time to time that using Superfly with NO adjustments gets you some great results. Superfly with firefly skin textures is no good. You need Snarly's script to fix that. Not all metal textures or ceramics hold up as well, but when they do, I like what I see.
What ground and building texture is that? Dystopia or Stonemason?
For Superfly, remove any
ambient occlusion nodes you find; it was an old P5/P6 Firefly cheat, and Superfly does ambient occlusion inherently. Stonemason also often plugged a
reflect node into the
ambient_color socket or the
alternate_specular socket for metals. Superfly won't like/need that. Make your metals using the
ks_microfacet node (plugged into
alternate_specular) - one node and your done, with results superior to any of those cheats done in Firefly.
Any math (including color math) of the output of a lighting node will be rejected by Superfly. Likewise, you can't do math after any probability function (any node ending in Bsdf; Bsdf =
bidirectional scattering distribution function). That's because the color math will output R,G,B but lose the probability factor. When Superfly disallows some node connection, it's because Superfly is trying to keep you from shooting yourself in the foot.
For skin, Snarly's script does it for you, but you don't need the script. Remove the blue jacked into
alternate_diffuse, and de-saturate (use
HSV node) those brown/orange skin textures. There again, these are obsolete cheats to get the P5 Firefly render engine to respond.
While adapting a new doll or scene prop texture for Superfly, watch the message log icon (looks like a cartoon speech balloon); if it turns a dull orange, click it to open the log and it will tell you every invalid material node connection).