This was an older test to create colour maps driven directly from a high poly procedural assets surface and embedded into the verts for further baking out and refining in a program like Painter, I found deriving the initial colour maps from the low poly bake lost some detail so this was a test to improve that.
I've included a breakdown of the graph its fairly simple two measure cavities with different values for the curvature and cavity and a calculate occlusion node these drive different attribute colour ramps that are then blended together in an iterative fashion onto the meshes verts.