What is the scale of your asset? If this is a gigantic scale, you might be hitting precision or lighting limits. It's best to work within real-world scale. So for example if this was a streetlight or electrical pole, it would be about 12 meters tall.
Also wanted to add to @William3DArtist answer. You can create an additional channel that is custom one User0, User1 etc and put it as an extra export map. I used this a lot because needed masks exported from specific textured regions and use it later in shader, because of the amount of iterations, that gave me automaticy…