I am currently working a Vray base shader for dielectrics and metals that has a similar response to the PBR implementations from Marmoset/Unreal/Substance. The purpose of this is to have a material that responds well in different lighting conditions, and that is driven by plausible parameters based on physical measurements. It currently supports both metallness/gloss and specular(F0)/gloss workflows, along with micro roughness control, and should make the texturing process a lot more easier and consistent between different projects.
Download: undoz_vray_PBR_simple_SHD.rar ( Please note that this shader was created before Vray supported Maya’s color management system. That’s why the shader is setup with gamma correction nodes. You can either disable the color management, bypass the gamma nodes, or set the texture color space to raw. Edited: 8-8-2016 )
Usage: Import the shader through the Maya Hypershade window (File>Import).
The shader is made for LWF (gamma 2.2) and supports both mentalness and specular workflows. The fresnel component is remapped to allow full F0-F1 control, and the F1 component is sensitive to glosiness changes to account for the microfacet normal changes.