Hi, I am trying to understand with clarity the way nodes actually work, so I decided to repeat the CREATION of a normal map image, using the node compositor. Well, my test was almost ok, but the colours are not so “bright” (yeah, I am not native english-speaker).
On your classic method, I’ve read from this tutorial that it’s good to offset your blue channel in x by -0.500 and to set it’s size to 2.00 in Map Input.
Since normals all point towards a viewer, negative values are not stored. In Blender we store a full blue range, although some other implementations also map blue colors (128-255) to (0.0 - 1.0). The latter convention is used in “Doom 3” for example.
I only duplicated this bit of info, because creating normal maps is very hype in the game industry nowadays, and because Doom 3 engine is now GPL. But I seldom use this technique myself.