I have decided to work with Substance B2M en use the texture maps in Blender. I want to work with the PBR shaders of Cynicat Pro and connect the Substance maps into the input nodes of the PBR Shaders. I especially want to know which texture maps of Substance (base, normal, height, specular, metallic, ...) are relevant for Blender and if they have the same meaning (like the specular and metallic map) and how to connect these maps to the input nodes.
I am mostly interested in the definitions of the texture maps in both packages and whether or not they match.
After reading the blog of Jason alias @Jtheninja, I set up a node group using the Metallic Shader of Cynical Pro and connect the Substance texture maps.
Would this make sense for a rusted metal?