I recently purchased the Brialen character (http://www.daz3d.com/briallen). She comes with both std mats and mats using the UberSurface shader including settings for SSS. The comparison image below is the same character render in exactly the same lighting with the two different sets of material. The lighting was a custom arrangement of InaneGlory lights and was exactly the same for both renders.
Now I did find and correct what I believe is a bug in the USS material settings for the face. The Subsurface color is white with a texture. On most body regions the mat is using a texture that looks like the diffusion texture with a lot of pink or red added to it. In the face the subsurface color texture is the specular strength texture, which is black and white. This seems to be true for the default skin as well as the makeup options. I corrected the subsurface color texture for the comparison below. It only makes a small difference. It makes the face look a little more pink.
The first thing I noticed is the skin looks darker with the USS shader. I compared how the two shaders were set up.
Diffusion: both seem to use the same texture. The std mats have diffuse strength at 100% and the diffuse color set to 232, 244, 248, just slightly bluish. The USS material has the diffuse strength at 90%, diffuse color at white and diffuse roughness at 1.00.
Specular: The std mat has no specular texture, spec color at 211, 237, 239 (blueish), strength at 9.7% and glossiness of 68.3%. The USS material has a specular texture, a color of 203, 219, 255, strength of 15%, glossiness of 10%. The specular texture is pretty dark, so specular is confined to a few regions on the face.The USS mat has specular2 with same texture as specular, color 203, 219, 255, strength of 15%.
Ambient: the std mat has ambient color of 255, 240, 239 (pinkish) and Ambient strength of 31.7%. The USS material has Ambient turned off.
USS mat has Fresnel Strenght at 80%, Fallof 2.6, sharpness 83%.
Velvet color 203, 219, 255, strength 25%, fallof 20
Subsurface is Active: color uses a texture that looks like the diffusion texture with a lot of pink/reds added (this is after fixing bug in face material) and has color white, strength is 10% with a texture map that puts the subsurface effects mainly in the cheeks, refraction 1.3, Scale 1.7.
Translucency is Active: color is white with a custom texture. It look kind of like a washed out version of diffusion texture. The strength is 25% with a different texture that looks very similar to the Subsurface strength texture, putting most of the effect in the cheeks.
I really don’t understand why all these settings are the way they are. The ambient is high in the Std shader, and I guess the bluish color in the diffusion is to correct for the pink color of the ambient.
This skin uses strength maps that confine the subsurface and translucency effects to the cheeks.
Click thumbnail to see full-size image