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nelsonsmith: I've found a lot of older stuff works fantastically in Iray, provided you have the time and familiarity to adapt it. Heck, V4/M4 stuff can look amazing. The power of a shader to transform a surface makes a huge difference.
The big exceptions are:
Stuff that's explicitly 3DL, like funky shaders.
Stuff with baked in surfaces, like 'here's one map that includes windows and walls and faucets and everything.'
Models not welded nicely that turn into abstract sculpture if you try to SubD.
I actually like going through old content and refurbishing it. Some of it is as good or even better than current stuff, if there's even a replacement.
Like the octopus; it's over 16 years old, but it looks really cool in Iray, and has great posing controls.
Definitely true, you can get some great results if you have the time and inclination to modify it. Below are some before and after shots of the Dream Home Living Room w/Furniture (iray render with base autoconverted textures vs. some work with the Geometry Editor and Iray specific shaders).

You're preaching to the choir; however I never might have come to that knowledge if it hadn't been for the galleries (and the forums), and the ability to see some of the older stuff put to use by people who knew what they were doing.
...I found the opposite was true.
I did a side by side test of the same scene at the same resolution, one optimised for 3DL (using AOA's advanced lights), the optimised for Iray (I manually converted all the shaders to Iray before rendering) The 3DL one took 14 minutes to render while the Iray one, just over two hours. There were transmaps (hair and foliage), as well as reflectivity (a mirror, shiny metal, and glass). For the 3DL version I added bounce lighting in the foreground by using a low intensity wide angle spotlight with no falloff or shadows underneath the ground plane. I found the texture details to be more distinct in 3DL than they were in Iray.
My metal shaders are Phisically based shaders controlled by maps and calibrated and optimized for iray for spectual shader base mixer under Uber iray , Top coat it is only way to get level of IOR , using just specualr don't give you the desire effect on angles , and using IOR less than 1 is not for making metals , I don;t want to go into the details about my commercial product but if you want a desire effect you need to start at IOR 12 to 100 for metals when using top coat Chanel what is nothing else than additional specular layer just wih IOR function no matter what it is called by DAZ , the result of your metal will be based on the scene or HDR environment you use , if you keep it by the rules everything will blend and match perfectly , if you cheat on some point so will be your results . IOR at 1 under top coat is not 100% it will give you more of tarnished effect .. or weird reflection effect , the rules are quiet simple and there is not big silence behind , all blox in Uberiray are from MDL blocks of iray , so if you create your own metal shader via MDL blocks or Uberiray the result will be the same , iray may not be the 100% perfect unbiased render engine ( you eye will not catch the difference ), but the MDL shaders are just perfect , a lot of people convert my iray shaders to other applications and works as good since all uncompressed PBR data are stored in the maps and not values
Then I'm looking in all the wrong places for IOR values ;).
Laurie
No, but I shall. Does it support network rendering? I do that quite often with Lux via Reality.