Well, I can conclusively say that T3D's blending/multiply mode is
nothing like Photoshop's. Not even in the same ballpark.
I just did a test in PS to test roughly how it should look in T3D. Got it to where it looks good in Photoshop, brought it into T3D and it looks horrible. Terrible. Not even *remotely* the same. Even with running it through HighPass filter, all values hovering around 128... lighter shades are blown out and darks are pitch black. By the time I lower the value enough to make the values not so extreme
This is what it looks like in Photoshop, with a diffuse texture in the background, and a detail texture above it, set to Multiply at 100% opacity:

This is how the same exact diffuse and detail textures show up in T3D, with Detail texture strength set to 1. Setting it any lower doesn't help at all.

Not even remotely close.
I thought maybe T3D's blending mode is more like Hard Light, but even *that* looks hundreds of times better in Photoshop, almost usable.
What's frustrating, is I've seen others get beautiful results with T3D's system, but I've run into nothing but problems with it for as long as I've been using it. I have to wonder how much hassle they went through to figure out the "magical formula" to make it look right?
Anyway.. Is there any chance that, along with the numerous other changes coming to the next major version of T3D, that this awful material system is being replaced with something more sane and intuitive to work with? More like what every other engine out there has, without all these weird settings?