My guess is that in Substance Painter, the height map factors into shadows while it doesn't in Substance Designer. But I want to ask anyways.
This is the material I've been working on in Designer (EDIT: With Material Scale set to 1):

And this is the same material applied as a test in Painter:

It obviously looks quite different. I want to correct this discrepancy wherever it makes the most sense, so that it looks consistent still when I eventually bring it into Unity. Is this a matter of removing all of the fine grained detail from the height map, and just leaving it in normal?
Or do I need to change the strength of the height map in Painter? I haven't been able to figure out how to do this, even though I've seen some earlier threads talk about opacity sliders for individual channels. I haven't found them.