@AD_Kar there are a couple of issues accessing these features out of Maya. Since Maya’s main focus is on ray tracing, there is no notion for an F0 factor. F0 will contribute to the metallic reflectance color rendered on an object, but F0 is determined by IoR, so there won’t be a specific F0 control in any of their ray tracing shaders.
Stingray materials were added to Maya to support Autodesk’s Stingray real-time engine. Unfortunately, the Stingray engine was discontinued and support for Stingray materials in Maya is being depreciated. So there won’t be any additions to Stingray materials going forward.
What we did was to translate what was set up in either Stingray or Arnold materials into what is required from the glTF 2.0 spec. There are some tradeoffs like packing an AO map into an ORM that is wired for roughness and metallic. This is our way of adding in an AO map when Arnold shaders don’t use an AO texture.
You can see the glTF 2.0 spec below. There is no concept of F0 currently in glTF 2.0 but it is a part of PBR Next for glTF so we are out in front of that by implementing it in engine. However, there is no way to save either an F0 factor or a Metallic Reflectance Color texture into a glTF file.
One thing you can do is to open the scene up in the sandbox, set your F0 level and then save to a .babylon file from the inspector’s tools tab. This will save your settings, but if you are looking for portability between viewers, a .babylon file won’t help you. Using glTF will give you the most portability between different viewers, but those controls are not in the glTF 2.0 spec so no other viewer needs to support them yet.
Are you trying to share your models with someone else or do you have full control over the viewing experience? If you have full control, setting up a playground scene that loads your model and assigns any PBR next features you want would be best. If you can describe more about how you are publishing your models or how your viewers will consume them, I may be able to offer more suggestions.