@Ken1171 Dawn's skin is amazing in Superfly. I still struggle to get great skin for v4 in Superfly. She always turns out ebony. Are you using Snarly's script?[/QUOTE]
I like making my own skin shaders nowadays, because scripts tend to over-complicate them, making it tough to fine tune them the way I like in my renders. The major reason is that PBR rendering looks better with simple shaders, while FF used to require a lot of emulations and faking stuff to look good. That means FF shaders are usually larger and more complicated, and this plays against us with Cycles, I-ray, and Octane. All of these PBR renderers offer a principled "super root" shader, making materials creation much simpler to handle. We no longer need the tons of FF shaders to emulate Fresnel, ambient occlusion, and faking SSS. A single "Physical Surface" takes care of all that automatically, so we only have to attach the texture maps to it. Thanks to Poser's RSR shader integration with Cycles, even a simple "Poser Surface" with basic texture maps will look good in SF, as long as we avoid fake channels like "alternate diffuse" and "alternate specular", because PBR doesn't need to fake anything.
Having that said, when I look at the large and complicated shaders created by Snarly's script, I think that's more suitable for Firefly than for SF. By removing all the clutter and keeping it simple, I had better results with PBR rendering in my personal experience. It renders faster, looks better, and becomes easier to tweak. That's how I did it with the render above, where I have used the standard Poser Surface root with only textures plugged in, and no SSS. The current Cycles version in Poser is still the old one that couldn't clean up noise very well, especially when we use SSS. Nowadays versions of Octane, Cycles and I-ray use advanced AI-Denoiser, but the Poser version is stuck in the past with no updates. This is why I avoid SSS when rendering with SF unless I am desperate.
Example of super-simple shader for body skin with only texture maps to render in SF. With PBR, simpler is better. The catch is to fine tune the parameters to look as you want, and remember materials depend on the lighting to produce good results. In this render I have used standard 3-point (key, fill and rim) lights, all default spotlights. Some people claim it only works indoors, but here I have used it outdoors and it works for me. ^^