I wasn’t referring to using the displacement map as a bump map in addition to displacements. My post was to say that if your rendering engine doesn’t support displacement mapping, you can use the map for bump instead. There is literally no difference between a displacement map and a bump map. The only difference is in how that map is used by your rendering engine. So if you need to create a bump map, the same techniques apply as for creating a displacement map.
Now let’s say that your rendering engine does support displacements, but not sub-pixel displacements. In this case, you could create two displacement maps. The first map would be for the difference between the lowest subdivision level and the highest. This would give you the finest details, and would be used in your bump channel. Next, delete a few of the highest levels and create another map. This one would be used for displacements. It will make broad changes to your model’s profile while the first map (the bump map) provides the additional fine detail.
Either way, the bump viewer material has by and large been replaced by the technology in ZBrush 2. It IS still a viable way to work, but the displacement-as-bump-map approach is more efficient. After all, it’s easier to simply sculpt the exact detail that you want than to guess at the amount of greyscale value you need for a particular effect. Of course, if your system won’t support the high number of polygons necessary to create a high quality difference map, then the Bump Viewer material would be the best approach after all.