A month ago I introduced the NodeSet Pro add-on on BlenderMarket, an add-on that allows you to quickly create complete node setups from texture sets. In the new Spring 2018 edition I have added significant enhancements, like the options to manipulate collections of textures sets, saving and loading of preference presets and some smaller features like a color ramp node to control the roughness and options to specify your preferred projection mode (when for example you want to work with blended box mapping instead of UV-mapped meshes).
The new features are highlighted in this short video:
The most visible addition is a panel in the tool region that lets you manage collections of textures sets:
If you have additional suggestions to enhance the usability even more, don't hesitate to contact me.
NodeSet Pro is based on my original free NodeSet add-on published in 2017 but was completely rewritten to ease maintenance. The configuration options and functionality where also greatly enhanced, notably with possibilities to work with custom, packed maps, connect to arbitrary nodegroups instead of just the principled shader, add UVMap nodes and Flip Normal nodes and more. Basically you should be able to configure it to your specific workflow needs, regardless what texturing software you are using.
NodeSet Pro will reduce material creation to a few simple clicks while still allowing you to fully tweak the resulting material. Out of the box it will work with texture sets created with Substance Painter's Metallic/Roughness work flow and its Specular/Gloss workflow but almost every node generation feature can be tweaked to fit your specific workflow and texturing software.
Instead of importing textures like basecolor, normalmap, roughness, etc. one by one, with NodeSet Pro you will only need to select a single texture and textures with the same base name will be loaded as well. NodeSet Pro will also apply non-color data options to texture maps that need this, create normal map and bump nodes and wire everything up to a shader.
This shader can be Blender's principled shader
or any other shader node group.
You can even connect any height map automatically to the micro displacement socket.
You can use custom maps that for example pack different maps like height, roughness and metallic into the channels of a single color map