Say I want to use Blender/Cycles nodes for procedural generation of 2D texture maps. Perturbing normals using basically anything, then I want to save those out.
Saving out what is rendered, I can plug texture in directly to normal socket and it appears to work (but I’m guessing only on a similar plane as generated it in the first place).
What do I need to do to render it out in a color format that normal mapping node understands? How do I treat color space in order to obtain correct output (none on everything to make it useable with non-color data?).
I would prefer normal maps over bumps as bump maps looks absolutely horrible even at 8k outputs (8bit, probably can’t afford to use 16-bit anyway).