Thank You for both the answers!
Sorry i forgot to mention i already “solve” (just “stoled” a very simple method that no need any scripting) the displacement to real geometry problem.
I tried out if i move my uv with real geometry deformation (displacement), and it's not that fast as if i use the material version trough viewport (is it opengl displacement what we see in viewport in realtime?), but it's surprisingly fast enough to set my mesh in almost realtime.
Now i have two big questions:
1-how can i tell Houdini to bake from highpoly to lowpoly the normals and base color (or any info to lowpoly)
now i see in output network i can assign uv object (i guess that's the lowpoly) per object, and i can't access into the object to show this is the lowpoly and this is the High Res Object.
So my question here is how can i get my lowpoly (which is created with polyreduce node) from highpoly “object” network to another object network, so i can bake out (hopefully) my high res infos to my uv of the lowpoly mesh. i even made output nodes, but it not helps to output, it sees only the object node that contains both highpoly and lowpoly meshes (shot attached)
2-i have a tangent normalmap (which is part of my “texture set” with the displacement map) that should applied to the highres mesh (yes on the high res, not the lowres mesh)
question: is there a way to bake the highpoly mesh displaced positions (what i already have as an actual geometry) with the tangent space normalmap applied on the highres mesh, but only with the tangent space normals as world space normals during the baking process?
I attached a shot that shows how it's working in modo.
i assign the tangent map as (tangent) normalmap on the material, and then i bake out the “normal output” into a world space normalmap which contains not just the mesh normals but also the added tangent normalmap converted into “world space”.
It's important to do like that, because i rotate my high res objects (plus the uv's can be rotated on the high res object) plus i need the freedom to create my lowpoly (not the highpoly) mesh tangent normal in special software (or just want to make more than one tangent versions). It's also important to get this info from the high res to the lowres mesh.
Thank You for your patient

(sorry for the word combinated

yes, it's combined

)