The eyes are missed also in DS , Genesis do not have volumetric IOR eyes either what if course makes the eyes flat when render from the side .Yep, those were the eyes missed from P13, definitely a game changer for many (you don't want to know how many renders I wasted until I'm finally happy with the mishmash of shaders i got, courtesy of many threads over at Rendo).
Skin looks just the right balance between dewy and dry, beautiful.
AC got fixed last night finally, just in time for today to be 103. I can think now, yay!
AVA got fully PBR eyes that why limbal ring is created automatic based on light position and strength of it as with real eyes .
The skin is complex , you need to start with a perfect brightness of the main color textures , the roughness don't exist in real world , that are the surface that creates roughness, but we can't just throw 35 millions of poly to render so proper normal maps or displacement are nesesery . There is also thing like the proper scale , bump maps created from color textures are no no .. it will not influence the SSS much .. the point of SSS is to simulate the height and lower levels in skin , so as you saw the pores are reddish in color on lower elevation to simulate the epidermis . If you have good shape and skin details the texture itself can be simply blurred colors for tone simulation .
Also PBR skin should react to different sizes of area light and ambient light so you don't have to adjust it each time .. the dewy effect can be increased by adding smaller area light , or less dewy by tendering in soft box lighting .
It is like flash light photography vs outside on s cloudy day .
There is so many misinformations in the forum and people plug the wrong things in the wrong nodes , even the Poser documentation regarding the shaders is very wrong especially Cycles root shaders .
However Cycles root shader and nodes are very powerful in Poser 13 , and allows you for a great control that I can't get in DS to that degree unless I go to shader mixer and use MDL block ( nodes)only . And that is not easy task .
If I plug normal textures used to render in Firefly to my AVA shader it will be just glowing blob . Especially if there is different light informations across the textures ..so the approach is different, more simple actually , for that reason I don't do Photo textures anymore as it is not really usable in PBR rendering unless you remove all the shadows and lights information and leave no more than 65% of it at maximum .
For that reason magic skin shader for all don't exist as it depends very much on the source color textures .
I just removed over 5GB of test renders today .. the only thing I dislike that I have to render each time I make any adjustment and not real time rendering ..