The original point of my study of Substance Designer was using it to help create my own scene assets. So, once I was happy with the initial results of my dark ocean rock face and dark tidal sand, I had to put together a scene in Daz Studio I could use them in. I had an unhappy day of discovering that the rock models in my runtime all have poor uv unwrapping. Creating new uv's will have to wait, however, since my main concern was setting up the Iray shaders in Daz using the MDL output textures from Designer. I kept the displacement low to keep the rocks from tearing apart at the seams, literally. The tidal sand is applied to an island terrain in my runtime, surrounded by a quickly assembled Iray water shader, using textures from the 3Delight shader, on a couple of ocean meshes. The meshes were intended for open ocean, so there is no surf. Rolling waves are also going to have to wait, though they seem like an interesting modeling challenge.