bake curvature from mesh
Right now the curvature is generated from the Normal Map which leaves artefacts and gaps. Since a lot of smart materials are driven by curvature maps, curvature from mesh would be a crucial addition to painter's bakers.

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michael_11 commented
thanks for adding this!
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shank2001 commented
This is possible in Substance Designer, it should be possible inside Painter as well.
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Gugo commented
You're dreaming of a miracle. I understand.Best way to bake curvature-at least marmoset from HP to LP, of course normal baker much better there too!
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mihai.ilie commented
I completely agree ! Converting normal map to curvature will always get gaps where UV's are split at hard edge.
Also, as curvature holds both concave / convex information, a curvature from normal map wouldn't have any concave information from low poly intersections and you must rely on AO to compensate for this.
So yeah, curvature from highpoly is a must.