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I realize this is an old thread, but I was playing around with this set last night, trying to get it to work, and wanted to share some specifics about what the problems are.
The fundamental problem is basically that there is a single surface material for each room of the cabin. This single surface covers everything from the walls, to the metallic door fixtures, to the panes of glass in the windows, to the emissive light bulb hanging from the ceiling. It then tries to deal with all these disparate materials by using maps, so most rooms have a 4k texture map, a 4k Emissive map (with just one tiny blob of white where the bulb is), a 4k metallicity map, 4k bump and normal maps, and sometimes a 4k opacity map.
Which brings us to the problem I was trying to fix last night: The panes of glass in the windows are set up using Cutout Opacity instead of Refraction. In the Iray world, that means they don't actually behave like panes of glass, they behave like holes in the geometry. Sometimes, I've dealt with this in the past by using an inverted copy of the opacity map as a Refraction Weight map, but in this case, I haven't been able to get that to work when there is also Emission happening in the same surface.
It's a shame, because based on the promo renders, this is the best-looking spooky-cabin-in-the-woods I've found. Good enough that I might continue trying to find a workaround (e.g., getting rid of the built-in emission and just putting an emissive sphere primitive around the light bulbs). I just wish it were set up better.