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https://www.youtube.com/watch?v=dUEPieo26nk
not really im afraid i need to be able to bake to active object.
so it will feet the UV unrwap
You can get a rough grey-scale displacement by using Ambient Occlusion. In the shader editor, add an Ambient Occlusion node. Check the '[x]inside' option to project rays internally (from the backface normal). As soon as a ray hits a target it will return a color, black will be a ray that basically didn't travel at all, White if it traveled the longest distance you allow it to travel in the material node the surface will return white. You can invert this output with the invert node and use a color ramp if you need to adjust the bias (although usually displacement you want as linear) then run it to an emission shader and bake the emission pass.
Another option might be the 'point density' node, set to "object vertices" mode, world space, targeting the other object. This will create a sphere ray from each vertex of the target object and project it onto the surface w/ the shader node through the 'density' output. This more patchy then the AO version because it will not test surfaces and can be very slow. Like the AO version the output is also inverted from what you want. Its not a very good option, but may meet some use cases.
Hopefully that helps, there is no 3D/Color displacements bake methods that i know of.