Damaggio is correct, you NEED Color Management on to make any rendering engine look natural. Prior to Linear lighting WorkFlow (LWF, it’s usually called) everyone had to struggle to get lights and materials to behave naturally. LWF changed all that, giving materials the proper color space to work with lights in a linear fashion.
For each Phong material in your scene, you need to override the Phong as I showed in my previous screenshot with a mental ray material. MR can render Maya materials, but they won’t be linearized, will look terrible, and will actually render slower than native MR materials.
This scene you’re working with is pretty heavy for a newcomer to Maya, but you do have a finite amount of shaders to reconstruct and it’s totally possible to do. Make your first mia_material_xp for that tree foliage Phong. You can keep the Phong, I suggest you do keep all your existing shaders, but you need to attach the mia_materials into the mental ray Custom section of each shading group.
After you make your first mia_material_xp for that foliage, you can Duplicate the mia_material in Hypershade, rename the new one “mia_TreeBark_xp” or something handy, and then tweak the bark shader to match the existing bark’s Phong. Then connect your mia_TreeBark_xp to that Phong’s Custom section in the shading group, and do this for all your materials. It may take awhile but trust me, it’s totally doable.
Here’s an example of work-in-progress scene and shader progression, all done in mental ray using the mia_material_x_passes shaders for every single material:

