Nodes -- Normals from bump maps

I seem to recall a patch in the tracker for a node that can be used to make normalmaps from bump maps. Until it comes, though, I need some quick hack to mix some maps and get a normal out of it.

This is what I got after playing around some:

What gets me is the fact that the result is the same as the normal output from the texture node, but there could be a shorter way to accomplish this. If you know it, and youâ€™re willing to share, please do

So, how do you guys compute your normals when you canâ€™t getâ€™em directly?

I asked the same question once, but I think itâ€™s not possible to obtain a normal map from nodes. What I did was to bake those procedural materials, and then convert the generated image to a normal map in Gimp.

You mean a final normal map? Itâ€™s not so hard to approximate Blenderâ€™s results. For simplicity, Iâ€™m using the Normal output of a Texture node here, but it works perfectly with the output of the noodle I posted above:

Your mix node is the equivalent to the normal strength setting, divided byâ€¦ about three. When I tested, the equivalent to a normal strength of 1 was 0.31 in the mixer node. (I havenâ€™t poked around Blenderâ€™s code enough to know how this works, so input in this matter would be appreciated.)

Can you get â€śtangent spaceâ€ť normal maps with this technique?. Iâ€™ve been trying similar things but couldnâ€™t get a tangent space normal map. Could get bump maps, and if you render them it works, although for GLSL we need tangent space kind.

The closer I got is the node setup below, and it doesnâ€™t work with GLSL, only at render time. This makes the grayscale map a â€śnormal inputâ€ť of the first material, and I try to use the â€śnormal outputâ€ť of that material as a convertion to tangent space of the grayscale one.

Zelouille came up with a node setup for that some time ago.