So, I'm assuming Glitterati3D has answered this question based on using the Poser and Physical root nodes for Superfly, so I'm going to answer for using the Cycles root with an actual Cycles material (which has many advantages). Where the answer is, no, not at all.Thanks, is that the same for Superfly too?
Many nodes in Cycles have a Normal input. Shading nodes, Fresnel and Layer Weight, etc. This is where you'd want to plug in your Cycles > Vector > NormalMap (or Bump) node. And then you'd plug your map into the Color slot of the NormalMap node (or the Height of the Bump node).
And the thing to keep in mind with all of this is that normal maps are exactly the same as bump maps _except_ they have individual direction. So if all you're doing is making maps things go up and down, you're not getting any more detail by using normals instead of bump, though you're making them a bit harder to create. Where they add significant information is surfaces with overhangs or x/y direction.
Also, you can easily make a 16bit (per channel) color bump map in image editing software (just like displacement), giving you _much_ more detail. I don't know of any apps that generate a 16bit normal map, but that's probably just my ignorance.
And for all those Blender users out there, if you use the Multires modifier and sculpt like you would in Zbrush, you can bake out a normal map in a similar fashion as you do in Zbrush. IIRC, you have to switch to Blender Internal renderer to bake displacement out, but both do work well. You can even use Zbrush alpha maps as brush textures in Blender. Blender isn't nearly as robust in terms of sculpting and 3D painting as Zbrush, but you can really do a fair amount in it.