Try looking for the shading network versions of normal mapping, you should be able to bake those out. The main problem is that the normal maps are in tangent space, you need need the shader to convert that to either world space or camera space at render time (for Maya or mental ray). There's also a node someone wrote that…
Yeah, I checked it out this morning, and you have to use the Mental Ray one and back with MR, I couldn't get the Maya one to work (it bakes out each channel separately - ie the bump gets a baked bump map, the colour it's own, etc - instead of combining them). But MR does it perfectly
Thanks for all the tips. Scanning_factor...can you be more specific about the settings I need to use mental ray for baking? I got something out of it, but it has very harsh, angular shadows and has none of the lights' colours. On the side in shadow it seems to be using vertex normals, causing a very hard edged look.…