**System Information**
Operating system: windows 10 1909
Graphics card: GTX 1080TI
**Blender Version**
Broken: 2.91.0 stable
When baking normal map from selected object to active. First time it gonna be ok. But if I rebake it, the UV map area becomes transparent.
I tried mark the UV seam as sharp edges and rebake. It worked but the normal map turned out to be darker. And if I rebake again, the UV map area became transparent again until I clear the sharp edges.
And the baking system seems not care about the UV seam. The baking result can be easily found splitted by the UV seam.
**Exact steps for others to reproduce the error**
Subdivide the default cube and sculp it with multi resolution modifier.
Duplicate this cube and delete the multi resolution modifier and add a displace modifier.
Select the scuplted object and then select the duplicated object.
Create a image texture node and create a new texture. Select this node.
Switch the renderer to cycles. Set the bake type to normal. Check selected to active. Set the max ray distance to 0.1m. Then hit bake.
After baking finished, hit bake again. The result will be transparent.
Set the UV seam to sharp edges then hit bake again. The result will be darker.
And both of the method(sharp edge or not) creates a obvious seam from UV seam.
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