Make it one little victory this time. ;)
It’s nice to have a shader family that does exactly what you want it to do, physically plausible stuff an’all. But it gets somewhat tiresome to specify HDR files that fill in the ‘world’ when the specular rays hit no geometry, per each surface.
This is when the beauty of the industry standard shading language, realised within a robust production renderer, comes in: in a few lines of code, it’s possible to instruct the surface shaders that when they have to trace reflection but have no environment map specified for fill, they should query the light belonging to a certain category and fetch the same map it uses for IBL.
And then they do it automagically.
Of course, in 2015 it’s kinda supposed to be done via a co-shader, yadda yadda yadda, but since this lazy Fox still prefers Shader Builder to generate the DS-specific shader integration scripts instead of churning them out by hand (and Shader Builder does not support the latest RSL state of affairs), it’s the best I can do.
Either way, it’s noticeably more up-to-date than what DAZ Studio shaders generally allow for.