Baked normal map comes out transparent Blender 2.79
I'm trying to follow a Cycles workflow in baking out normals from a high poly mesh to low. Instead of a purple image with rainbow detail I'm getting nuthin.


I've checked both meshes' normals. They're all facing the right way.
A 2048 image was created for the normal bake and selected in the materials editor. It's not hooked up, but that shouldn't matter - so long as it's selected and targeted.
No modifiers are on either mesh. No subsurfs, nuthin.
Ray distance only seems to work on 0. Anything higher and the result is as the image shows.


What are your best guesses? I've had this happen before, and I found starting over again worked. I don't want to have to keep re-starting models.
EDIT 2: FIX

Ok After some crazy amount of testing I found the culprit :D


In the render layer section, you have to check in EVERY render layer "use Surfaces".
If unchecked, you will get this strange transparent section in GPU Mode.
And in CPU mode it will even cause a crash to desktop. 

In my opinion this crash is even worth a bug report.