This may be a bad answer, as I am not a Blender model-builder and am unfamiliar with Blender rendering emgines and shaders. However, as a general rule, you cannot combine diaelectric and non-diaelectric materials in a single texture file. At least, not that I am aware of. The general practice is to use separate material map sets for diaelectric materials (glass, etc.) and for diffuse/lambert types of materials. If I were making a model with wood, brass and glass components, I would make three different material sets. For something like a "sideboard" model, you could use very small (512x512 pixels) map sets for the glass and for the brass, unless the glass is etched (has a lot of detail) and the brass is etched or weathered (has a lot of detail). Then you could make the wood texture a reasonable 1024x1024 pixel size, or whatever size you need. Three material maps sets of these sizes should not overly burden any rendering engine.
Anybody, please correct me if I am wrong. In Maya Arnold of Maxwell render, I just cannot imagine how a person would go about creating a single texture file set that has diffuse, transparent, transmission, metallic and non-metallic properties for different areas of the single map.