Hi,
If you are using MODO 901, you can now use PBR substances with a much easier render setup.
1. On the Substance Material, set it to Physically-Based.
2. Enable diffuse, normal, metallic*, roughness, ambient occlusion.
3. In the render settings, Global Illumination, enable Importance Sampling
*For metallic, you can use the metallic mask as a specular amount. The white areas will denote high reflectance. Metal is (70-100%). However, the white will result in 100% specular. This setup can work for raw metals. The metal refectance color value comes from the specular map. However, you may get a better result by not using the metal map and instead manually entering a reflectance value of 70-100% in the specular amount. Manually entering the value works for specular amount works for metal and metal with dielectrics. I would recommend to not use the metallic map and manually enter the value.
If the material is non metal, then don't enable the metallic map. Instead, use the 4% value for Specular Amount.
Cheers,
Wes