Hey guys, Okay this one is a biggie for me. This has been ruining my workflow since I first started using SP. Unless I am missing something, this is a massive flaw in one of the fundamental of substance painter.
So if you have a cube and you bake a curvature map, it all works as expected, the edges are all marked for metal edgewear or such. So now if we bevel those edges with 1 segment, anywhere there are UV seams the curvature map can't cross and edgewear has a horrible break in it. This is to be expected due to SP generating curvature from normal maps. I have done testing with xNormal curvature maps, and it perfectly crosses seams and works amazingly when imported as a mesh map. So SP needs to have a better curvature baker or at least an option to generate it from the mesh as a whole like xNormal does, One of SP's core foundations is the ability to reliably create edgewear.
I am linking my test piece with example screen shots and xNormal bake:
https://drive.google.com/open?id=1968laEUURJRSjbSHlbGz5P8kHJZtvx1hI really hope I'm wrong and I'm just missing something, but I really don't want to be doing all my bakes in SP and then 1 from elsewhere, this is the last hurdle I have in an otherwise perfect workflow

Thanks guys I will be over the moon if this could be fixed

Love you guys