Below is an excerpt on the Elite Human Shader setup, taken from Artzone. I am citing the reference here, and do not consider this my work. I am posting it along with a direct link, just so that in case it goes away, OR I forget where it is I can quickly reference it:
“Elite Human Surface Shader.” ArtZone Wiki. 25 Jun 2010, 10:21 MDT. 1 Sep 2010, 08:12.
First time users can follow these instructions to get good results without having to wade through the extensive documentation provided by Omnifreaker. Once you see what you can achieve, you’ll be encouraged to read the documentation in detail.
1) First, Select the figure in the Scene Tab (VIEW –> Tabs –> Scene).
2) Select the surfaces that you wish to apply the HSS to in the Surface Tab (VIEW –> Tabs –> Surface).
On the Generation 4 figure (V4, M4, etc.), these surfaces are ideal. To multi-select, press the ctrl button.
3) Apply the Human Surface Shader. Make sure that you do not remove the underlying texture. Here’s how to do it.
a) Find the icon for the Human Surface Shader as directed by the readme here:
DAZ Studio portion of Content Tab ? Shaders ? omnifreaker ? Human Surface ? !HumanSurface Base
b) Hold down the CTRL button on the keyboard and double-click the !HumanSurface Base icon
c) You’ll see an option window labeled “Shader Preset (!HumanSurface Base)” appear.
d) For Surfaces, choose “Selected” and for Map Settings, choose “Ignore.” The Ignore part is important. If you choose, Replace, the texture maps (.jpg), will be removed and the figure will look pale grey and very much wrong. Press ‘Accept.’
4) The EHSS is applied, but the figure looks a bit ‘shiny.’ Now you need to fine-tune the settings. There’s a great deal of variation possible, but try using these settings given here and then modify as you wish. Go to the Surface Tab where you should still have the above surfaces selected. In the lower half under ‘Advanced.’ Then modify the properties as indicated below:
a) Bump: if the base textures have a bump map, change this from Off to ‘On.’ Most textures do. b) Displacement: if the base textures have a displacement map, change this from Off to ‘On.’ If you turn this on, then change ‘Trace Displacements’ to ‘On’ also.
c) Specular Strength: Change this from 100% to 25%. The excessive shininess with disappear on the figure.
d) Velvet: Change to ‘On.’ Velvet Strength: Change from 100% to 10%. This is one of the powerful properties of the EHSS that adds much realism.
e) Subsurface Scattering: Change to ‘On.’ Subsurface Scattering Strength: Change from 100% to 25%. This property adds wonderful realism to the figure.
5) As you can see there are many other properties and settings you can play with. However, the above settings will give you good results. Once the shader is fine-tuned, it’s ready to be rendered. You may still need to add lighting and make other improvements in the scene before you do so.