I am halfway through and realised it is more complicated to explain than I thought but I am getting there. May not be ready for Monday but I will keep at it until done. It should really give a better insight in how to use the Iray shader and get more out of it as the info can be spread right down the shader tree part for SSS. That would need a tut on it's own and many still struggle with it, me included. I have a basic understanding but man it is touchy.
This is what I am using a base, one Cube made in Blender, uv unwrapped, subdivided a lot, exported as OBJ.
Import in to DS, (Poser settings), Apply Sub-D level 2.
This is a really simple set up.
One texture (Albedo) map
displacement map hence the dense mesh
a Metalicity Weight map (See attached White = Metal, Black = nonmetal)
a plain block colour Roughness map
and finally a Top Coat Layer Weight Map to limit the Top Coat effect to just the logo.
The result