Perspective view is a great thing to use when you’re setting up your scene - it’s basically a “director’s camera” as in its movements won’t get recorded into an undo list.
But as for using it as a render cam - apart from being AFAIK unable to set the focal length which is, to me, essential - it’s most useful for people who do their setting up and rendering in a single step, i.e. do not close the program/reload the scene, for the very same reason - when a scene is reloaded, the perspective view always goes back to default position (at least, in the versions of Studio I’m using)
While the cameras’ position will get saved within the scene. You can have several different cameras, and they all will get saved. Very handy for looking for that elusive perfect angle…
Let alone the shader mixer cameras that will allow for some extra cool effects like indirect lighting etc.
As for the OP’s render, it certainly is beginning to look good! I’d wonder, though, if s/he’s forgotten to include the “Lips” surface in the latest round of adjustments…
Here’s a nice tutorial on skin settings by Toadz: http://toadz.deviantart.com/gallery/?catpath=/resources/tutorials/
There’s some points I disagree with, though:
- first of all, if you use subsurface scattering, please use SSS scale 0.1 and a SSS shading rate of 2, 1 or lower (2 and 1 are generally fine for closeups, the farther you move away, the lower the value needs to be; on the other hand, the farther away you move, the less chances you do need the SSS =) ) A SSS shading rate of 1 will not slow you down that much even on an older computer, and this combination of scale and shading rate is the way to get the SSS to be calculated right, as it gives 3Delight the correct dimensions, and SSS is dependent on the size of object.
- then, I haven’t ever seen any effect of translucency on meshes that aren’t zero-thickness. Vickie is not zero-thickness =) So, for most “normal” circumstances, you won’t really need translucency for skin… but sometimes it’s really good for the hair!
- displacement is generally only better than bump mapping if you want the outline of your mesh altered - like when you’re rendering strong veins (or warts…) Or if you want two relief “layers” (think tooled leather) Otherwise it’s perfectly possible to do without it and shave off some render time.
- as Khory (from whose awesome products I’ve learnt a lot!) has rightfully mentioned, the easiest way to make specular look better on skin is to use a bump map for specular strength. The “no spec maps” method doesn’t really produce “natural” looking highlights - at least, I have yet to meet a person whose forearm and hand skin would shine as much as in the images done with that “no spec maps” approach. Generally the shiniest (=oiliest) areas of the human skin are the face and neck/chest/upper back/shoulders (at least on people from Russia and Finland, i.e. those I see around me). Sometimes palms/soles. //note: I don’t render or view full nudity, so maybe there are other areas too… but just not the arms, OK?//
When using shaders like HSS or UberSurface, I also like using blurred lower strength reflection on skin instead of specular. It’s fast with a reflection map, but finding a suitable one can get tricky. The Kitchen from the UE can work really well, especially if you use it to light the scene from UE. I’d add that then, to match the reflection and the lighting when you need the light rotated, it’s best to go the old way and rotate the whole scene but not the UE. There may be a way to rotate surface reflection maps through shader mixer, but I haven’t found it yet…
And here’s also a very cool tutorial for great skin using the basic Studio shaders: http://afina79.deviantart.com/art/Sugar-Skin-In-Daz-Studio-159087559?q=favby:mustakettu85/43351052&qo=21
This is where you should disregard the reflection bit, though - the default shader doesn’t seem to catch any reflection when set to “skin” lighting mode.
Sorry if that’s too much!! I’m just trying to help.