Cavity Map Baking from Hi-Poly to Low-Poly
I have a hi-poly mesh object and a low-poly mesh object. The low-poly one is UV-mapped. I created a cavity map material in Cycles for the hi-poly object and I want to bake the color onto the low-poly object. The problem is that when I try this all the areas where the hi-poly mesh protrudes beyond the low-poly mesh get occluded and don't register in the bake.
Hi-poly and low-poly objects overlap like so:
And here is the problematic result:
My Cycles bake settings:
The material node setup of the low-poly object (bake target):
My Cycles cavity material (node setup and result on the hi-poly mesh):
One thing I tried without success was to enable double-sided normals in the Mesh Context options. Is there a better way to do this, or maybe some obvious solution I'm missing? Thanks in advance.
Here is the result after applying lemon's answer, just to show for comparison: