You can create and assign a physically based shader that respects the laws of physics and energy conservation. The Stingray PBS (physically based shader) node lets you balance diffusion/reflection and microsurface detail/reflectivity using roughness, normal, and metallic maps.
To create a Stingray Physically Based Shader
(To assign the Stingray PBS to an object, you can middle-drag the material from the Hypershade to the object in your scene, just as you would any other Maya shader.)
You can then do the following:
By default, the Stingray PBS node accepts inputs for maps such as Color, Emissive and Metallic. If you only need to connect texture maps to your shader node, see Connect maps to a Stingray Physically Based Shader.
If you want to customize the shader graph for your StingrayPBS node, you can build this graph using the ShaderFX editor window and the available ShaderFX nodes. See Build a Stingray Physically Based Shader using the ShaderFX editor.
For reference information on Stingray ShaderFX node attributes, see Stingray Shader Node Reference.