Metallic/Roughness workflow

I’ve been looking around to see if VRay can support a metallic/roughness workflow, and I’ve found a few workarounds but they seem a bit complicated. (I am fairly new to VRay still) I’m also noticing that more and more of the tools are using this type of workflow (Substance Designer/Painter, Quixel, etc). Is there any plans for VRay to easily incorporate a Metallic/Roughness material in the future?

I have a WIP OSL shader that translates the maps for use in the VRayMtl. I hope to have some time to finish this soon. All in all it’s not very complicated but yes you need to do some things to the maps first like multiply/invert/etc..

Do you have any resources on how to convert the maps for use with VRay? Some time soon I’ll dive in Substance Painter etc. and I’m doing stuff with Unreal Engine a little and I still get confused about how the different maps relate to VRay. I’ve used pretty much only VRay professionally apart from some testing with other render engines and I don’t reall get what a “metal” value is anyways. For me metals are materials that define themselves more by reflection than diffuse illumination.