I get often those issues, even if the uvmap is perfectly clear, , the lp model is perfectly matching the high poly one , so I do not understand why I get those artefacts?
That's why I often prefer to bake world/object space normal map as exr and then re-bake/turn it to tangent space one. No pain with cages or distances and usually super quick to render. Works well for floating geo sharing same UV space.
You can use Blender /Cycles or Substance Designer baker for conversion. Bet it should work with any renderer actually. Did it in Modo years ago too.
The only condition is your Low and high should share same UV that is often a case when you start detailing from unwrapped Low or produce your high by bevel/chamfer modifiers.
That's certainly an option but I'd suggest its an approach that requires a deeper understanding of the process than the original question indicates the OP posesses.
There's absolutely no reason why the part of the object pictured can't be baked to tangent space with no cage. The OP just needs to read the instructions and try a few different numbers until it looks right.
If the object is a weird shape (eg. very long in one axis) OP might do better to disable the relative to bounding volume option and instead work in world space units
For such a pretty "mid res" object it's definitely wouldn't be an issue to find distance after few tries. But since I often bake for lod02 and extremely low poly geo, sometimes grouped things into some kind of boxy shell with only silhouette having more or less enough vertexes that distance slider sometimes doesn't work. Like a short blanket .
You do it right for one part of an object with smaller details and in other part where it's less visually important and having just a few vertexes the surface is so angular and boxy the distance set too short makes hi res protrusions .
The way I described could be a cage replacement in such cases and while in some soft it's a headache to figure out proper axis positions in Blender it's as simple as at first baking object space exr for hires object, applying it in the shader as object space normal map on low res counterpart and bake tangent space from it without hi res involved.
In SD you could do same only with local Y up object space baked.
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do a load of test bakes with different values and eventually you'll find one that works
There's absolutely no reason why the part of the object pictured can't be baked to tangent space with no cage.
The OP just needs to read the instructions and try a few different numbers until it looks right.
If the object is a weird shape (eg. very long in one axis) OP might do better to disable the relative to bounding volume option and instead work in world space units