This is the MILA version of my Albedo/Metallic/Roughness to mental ray conversion shader tree.
- Maya scene file (Maya 2016 and mental ray 3.13)
- HDR image for the IBL
- sifi.sbsar file in the assets folder (downloaded from the Substance Share site)
- Textures created by the Substance plug-in
Make sure you always set the color space attribute to Raw (instead of sRGB) for textures that don’t define color directly, like normal, bump, roughness, IOR, etc.