So, since these are shader bevels, we have to keep...
# zenbbq-chat
v
So, since these are shader bevels, we have to keep working within the shader node system, trying to extract all the necessary data purely from math rather than actual geometry. To calculate Cavity, we perform certain manipulations with Ambient Occlusion and these bevels (which themselves don't "know" if they are convex or concave). On your model, in the area where a dark line should be, the AO is extremely weak because the angle is too small and the surrounding faces are too wide to produce a distinct AO effect. This is what leads to the missing Cavity map details. You can manually tweak the internal nodes of Shader Overrider so that the Cavity map looks right for your specific model. The thing is, Cavity and Convexity maps don't really have a universal "correct" or "incorrect" state. They are utility maps used as masks, so their main criterion is simply whether they are suitable for your specific project requirements. In any case, we are constantly working on improving our addons and baking maps. As soon as we find a way to add controls for AO strength and curvature adjustments, we will release an update right away!