So, I'm still quite new to high->low poly workflows and I'm having an issue where I'm not getting any geo in my normal bakes from my high poly to my low poly. My expectation is to have the pentacle shown on the low poly via normal map (with diffuse roughness coming after).
I've played around with various scale factors for the low poly, extrusion and ray distance via bake process. I think I understand how max ray distance works (from Blender Guru's how to bake perfect normals video), but I'm still not sure I understand the process of baking normal from high to low as I'm not getting the results I expect.
Do I need to use a cage? Is it true that blender calculates normals from shooting rays inside the low poly? Does this mean I need to extrude my low poly more? Still new and learning.
Here's the blend file: https://pasteall.org/media/2/0/2096a67028a89ca823677505a6115558.blend
Edit: I noticed a bug in the version of the blend file I uploaded, I corrected it and do indeed have LowPolyMat set to Baked1K image texture (selected) for baking purposes.