I'm working on a material for redistribution, and my node setup uses a single black and white mask with different vector inputs to fake a normal map for a simple embossing/debossing effect.
The change in the vector input does two things: it takes care of the different positioning of the images, and a blur effect, both required for the normal map.
I'm aiming for ease of use, so I really don't want to make users manually update the image path of every single texture node when they use the material with their own maps.
An alternative solution would be to alter my methodology, but I also want to avoid forcing them to bake true normal maps to use the material because users won't be blender-savvy to know how go from an height map to a normal one. Using the mask for displacement is off the table, since it didn't yield good results with bump alone, and using adaptive subsurf on the model can be very demanding of the users' computers. The effect isn't worth the processing cost.
I found a similar question with an interesting solution, which unfortunately doesn't help me at all because it's generates an this image OR that image output. I need an AND output, something that enables me to have all images outputs simultaneously in the same mesh.
The obvious solution for me would be drivers copying the image path from somewhere else, but no luck there. Then I tried to find a way to modify the mapping after the image texture running it through a third node containing vector and image inputs, but nothing as well.
Ideas?