Very good results. I’ve found it interesting to see the little workarounds that everyone comes up with to get the maps to render accurately. Thanks for your efforts!
It’s interesting that Blender actually has all the features as Substance Painter, just is needed to make different workflow, rearrange some stuff, add some material library. Even those fancy features like rain and smoke effects can be possible. With not such large effort it could be as good as industry leading tools for texturing.
I replaced the .blend in the first post.
I discovered that the dielectric Glossy shader color was set at the default value of 0.906.
Now it is correctly set at 1.000.
I also replaced the renders with ones made with this improvement.
The Fresnel has been improved by adding sliders that allow
you to choose whether to have the Normal Map sent directly
to the Layer Weight nodes or to first have it mixed with the
incoming geometry.
The default value of 0 is the direct connection and the value
of 1 is the incoming mix.
There are separate Math nodes for each mode that have
different settings.
There are sliders for dielectric and metal.
I have tested many Substance Designer maps and most look
better with a value of 0, but some look better with a value of 1.
I replaced the .blend and the renders in the first post.