Hey, thanks Tony. I was wanting to show a closeup, but couldn't keep the hair from disappearing. Oh, but I do find ways around problems...here's exactly what it looks like in my viewport right now...

And since you're here, here's a trick: PNG's don't get destroyed by compression here in the way that JPG's do...(keep them under 2000 pixel to avoid automatic-resize quality loss). So I got around that problem too, and now I can post the Iray tonemap reference images I made earlier.
This covers 26 of the 58 Iray tonemaps that we have in CC3. The ones that aren't shown are part of sets with variations, and I've at least shown an example from each set. The first image is showing the Advantix & Ektachrome sets, and gives you an idea about the variations within a set...



Bloom Filter under Tonemapper settings is checked, otherwise I think all other settings are at default. They are 200 iteration tests (~30 second renders) with De-Noise Start Iteration at 195.
CC3 Post Effects have no effect on Iray, so focus all your attention on rotating the IBL (most important thing), adjusting your material settings (such as Roughness/Bump strength—very important), and then choose a light and play around with the sliders (such as Intensity/Angle). This last image is a 500 iteration test, with De-Noise Start Iteration at 495, the agfacolor-vista-800CD Tonemapper Template, and a Key Light...

This type of result can be achieved very rapidly—a few minutes to set up, a couple minutes to render. A problem I ran into was that my polygon-reduced hair, which looks great in the viewport, did not look so great in Iray. I decided to fall back to the unmodified 200K polycount original, which is...just a bit messy.
CC3 & Daz Tricks | CC3 to Unity workflow