I included a part on the blinn shader and rendering glass in maya software to be able to go through the fresnel effect and how a glass shader is constructed instead of going straight for mental ray. So that shader there should have a sampler info node and ramps it must be the mapped reflections and ibl. You can't really beat mia_material_x though, I was on a mission a while back to see how well I could get glass in maya software with blinn and no indirect illumination and it's impossible to get blinn glass that comes anywhere close to mental ray shaders. Dave was lighting a similar scene in maxwell at the time and laughing like crazy at me I like your blog btw Genny, it's very clever. Thank you very much! Lol I tried that as well, guess I'm a sucker for punishment. The mia_mat is a swiss army knife or sorts, I know I never looked back.