The offline renderers(mentalray/vray/etc) do use pbr/pbs, and have been for over a decade. It's just different shading models. The latest derivative is Disney pbr which the games industry has adopted wholeheartedly. Mentalray uses reflection/glossiness. glossiness being the opposite of roughness. for a detailed offline…
Is this PBR? Whats the renderer? If so, to make them non reflective, you can paint black in the metallic map, or if you use the specular method, use lower specular value. About the transparent thing, depending on the application, I'd suggest to separate them into an another material.