@smurfmier1985 YAAAYYYYY!!!!
[He said before trying the technique…]
Based on my tests, there’s a major limitation in Aidy’s method: it only works on flat planes facing up in Z. The reason being that the bump node seems to output object space normals only where a flat plane facing up (like in the tutorial) is the correct direction for the typical blueish/purple normal map hue (tanget space normals).
For a 3D object using this method you get a variety of colors based on the various directions, as per object space. So it only appears viable for the flat plane in Aidy’s video. However we could just bake the “Normal” data via Cycles baking. It easily converts the object space procedural bump data into tangent space.
In the end, this technique isn’t really what I’m looking for with Eevee. I want a node-based solution to converts black and white color data into tangent normal data in real time (to avoid the ugly pixelation with Eevee’s bump node).