Originally Posted by: Hellboy 
Metahuman realism comes from 3D scans and performance capture, which looks nice, but it's very specific, painfully limited and not consistent with our DAZ Studio world.
The appeal of DAZ Studio is the huge amount of content and options. It's not realistic to expect every vendor out there will create characters and content from full 3D scans or animators doing everything from motion capture. Besides, you can notice in the Renderotica galleries, people are not really interested in real-life-looking people or scenarios anyway.
Rendering with Iray is seconds fast with recent graphic cards. The free Octane for DS is almost real time. But I do agree that a better option than Filament would be amazing.
Yes, the approach comes from more of a photogrammetry nature than an artist sculpting, but to be honest there are only a couple of good character sculpting PA (for Daz, I've seen several more for Maya that are amazing.) I don't see why one couldn't start with scans and then sculpt and blend (Metahuman has a blend mode.) It's just vertices that can be manipulated through math.
Are you sure people aren't really interested in real-life or are limited to by the tools and skills? I would imagine if there was a porn version of MetaHuman there would be a significant number of artists jump from one ship to the other.
The biggest advantage of Daz is the content for sure, and also the ease of posing and playing dress up. But with extended licensing you can bring that over. I have successfully brought any pose from Daz over to Unity for G8 (clothing and hair is a bit trickier sometimes.) Animation based on mocap can be pretty advanced with animation blending and IK, you can also get physics far beyond what Daz can do. Animation also doesn't need to strictly be mocap, you can do it with code pretty easy, it's just mocap is usually the best natural animation. Simple code can adjust the transforms of the joints and things like eyes. One can also use code to adjust the mesh to get effects like like soft body and muscle flexing, not trivia but not beyond an intermediate programmer to pull off.
I'm not fully bashing Daz, I find it very useful and in some ways can still do some things the others can't do YET, because they were designed as game engines. But installing the latest Unreal last night, they already have branch project setups for animation and rendering instead of strict game dev.
And sure RTX isn't as good as a real Iray render but it can get good enough.
I didn't understand filament to be honest, I use it sometimes for figuring out HDR lighting but beyond that, why?
Let's not forget what a BIG DEAL Daz always makes out of Cameron Wilson's Digitals and the succuss he has had creating photorealistic characters for advertising. I would imagine he's still not working in Daz though, I am pretty sure he can finally afford an Autodesk subscription.