There are lots of ancient topics on this, so I don’t want to duplicate of course. But I can’t seem to find a straight answer, particularly in relation to the latest release of Blender. I tried the below to no avail.
I need a normal because I’m making glTF, so there isn’t a slot for bump.
I tried baking the emit of the normal map node in the shader editor, but this just doesn’t seem right to me. Below is the result of that baked emit. the object has UV mapping, which I think the bake of the emit doesn’t take into account.
AT the moment my workaround is taking a black and white image into Photoshop, but surely this must be a standard thing people need to do in Blender? Create a black and white mask texture with nodes and then be able to get a normal map from that.
I can’t share the blend file, the object is just an insole. So any simple object, with UVs and a shader with black and white texture.