The main Iray defaulted Shader in DS 4.9 is the Metailicity/Roughness mode though it can be changed with a drop down box to the Spec/Glossy and Weighted. DAZ3D recommends the Metal/Rough and I must admit so do I. I find it the easiest to get my head around. Though MEC4D has some some great shaders using the Spec/Gloss mode in DS.
The Metailicity/Roughness mode compromises of a;
Top: Metalicity Channel slot with Strength value input and Map slot. Maps being Black - non metal and White - full metal. Just like Substance
Base Colour (Albedo)
Diffuse Roughness
Translucency
Gloss Layered Weight
Gloss Roughness
and so on down through Refraction, Bump, Normal SSS and finally Top Coat and Displacement
nearly all the functions within the shader are map driven, most Linear grayscale.
Here is an example of what I have been doing in DS using the method below but instead using the Top Coat (for the Fresnel) and map driven values as SP makes but I did them manually in PS.
The Top Coat Roughness is weighted so two maps are needed, Top Coat Layer Weight map and a Top Coat Roughness map. For SP made maps I am 99% sure if the maps are made right all strength values should be set to 1.00. So Metalicity 1.00, Glossy Layered Weight 1.00 and Glossy Roughness 1.00 etc etc with a map in each.
EDITED to add: I should add that I only use Top Coat for non metal surfaces.