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Substance to V-Ray
Vray Next – Metallic/Roughness
Substance Export
BaseColor
VRayMtl
(Maya) Diffuse Color (Amount = 1.0)
(3ds Max) Diffuse
Roughness
(Maya) Reflection / Roughness (BRDF = GGX) + (Use Roughness enabled)
(3ds Max) Roughness → BRDF/ Use GGX and enable Use roughness
Metallic
(Maya) Reflection/ Metalness
(3ds Max) Metalness
Vray Next – Specular/Glossiness
Substance Export
Diffuse
VRayMtl
(Maya) Diffuse Color (Amount = 1.0)
(3ds Max) Diffuse
Specular
(Maya) Reflection / Reflection Color (Amount = 1.0)
(3ds Max) Reflect
Glossiness
(Maya) Reflection / Roughness (BRDF = GGX) + (Use Roughness enabled)
(3ds Max) Glossiness → BRDF / Use GGX and enable Use glossiness
Vray Material Cont
Height
(Maya) Displacement Shader / displacement
(3ds Max) Object modifier → VrayDisplacementMod → Tex Map
Emissive
Self-Illumination
Transmissive
(Maya) Subsurface Scattering / Translucency Color
(3ds Max) Translucency → Back-side color
AnisotropyAngle
(Maya) Anisotropy / Anisotropy Rotation
(3ds Max) BRDF / Rotation
AnisotropyLevel
(Maya) Anisotropy / Anisotropy
(3ds Max) BRDF / Angle
Original source:
https://substance3d.adobe.com/documentation/integrations/vray-next-substance-painter-196215180.html