Baking Normal Map Cycles

so this is the resoult i get when i try to bake a mesh. i kinda know why it happens, and i know one way to fix it, witch involves not having any faces overlapping on a sertain axses, but that is really teadious. is there a way to make it bake as it should?

i mean in worst case scenario i could screenshot the viewport and edit it in photoshop, but again, teadious as heck…

its as if its generating the map from top to bottom, and applying every face on the top. if i could make it generate the other way, adding the faces with the lowest Z coordinate first, then the higher faces. then no extra work would be nessasary, and i would get a normal map simular to what i get in the viewport.

Make a cage mesh or play with the ray distance.