That was probably a Voronoi procedural texture generator plugged in as the normal map of the texture. Here's a satiny example from Blender's noise texture (Shader Editor, Shift-A | Texture | Noise Texture).
You can bake textures like this in Blender. After setting up all the components of the shader you want to bake in the Shader Editor:
1 - Create a new image in the UV Editor
2 - Add an Image Texture in your Shader Editor and select the image you created in step 1 as the image being referenced
3, 4, 5 - In your Render Properties tab, select Cycles, select ...
I figured out that by selecting "Relative to Bounding Box" in Substance fixed the issue for me. I am kind of mystified why this worked, but it did. If anyone knows why this happens it would be a great help.
Thank you so much. I'm not sure how my unwrapping had a square that covered it, but once I edited the UV to scale the giant square into a tiny one and put it somewhere not overlapping it worked resulting on a complete normal map.
The green areas are where the baking rays have shot off the surface and penetrated an adjacent surface—which makes sense considering the divets in the lid. Try lowering your ray distance in your bake settings so they won’t shoot out so far and hit something else by mistake.
The two lowres cubes are not the same. You may have rotated them or changed the vertices in Edit mode somehow... Here are the vertices IDs shown using the MeasureIt Addon (also possible by enabling developer mode in settings somehow).
Also the UV unwrap are not the same either for probably the same reason. If you split the seemingly same quad face into two ...
The circular dependency error means you are trying to bake to the same image where you need a separate image meant as a baking target, or that you have 'bake from selected to active' checked and are only needing to bake a single object. Untick that option and you should be able to bake to a new image texture that is selected in your node tree.