This works to some extent:
- Flip the normal of the inner faces
- Bake the Object spaceSpace normal
- Connect it in your material shader graph, be sure to useeven though your normal is in Object Space, use Tangent Space in your Normal Map node.
- Create a new image, select it and now bake the normal map, but this time use Tangent Space.
If anyone knows the better workflow, please share it :)