Hey guys, when baking normal maps in marmoset I usually select the 16 bit format option(32 bit causes my old laptop to close Marmoset lol) as when I select 8 bit I notice some dithering after the bake. But I have heard that 16 bit format is not always the best way to go? Or is that when exporting out the texture maps out of Substance(choosing 8 bit PNG instead of 16)?? Any help would be very much appreciated as this is pretty important going forward. Thanks heaps.
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EarthQuake had made a cool post about Normal map and bit depth:
https://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps
If it's going into a game engine, it should be converted from 16 to 8 bit at some point and dithering is generally a good thing (see link above).
If you're going to be editing it in Photoshop or Painter, it's good to have the extra bit depth for the source content. This way the dithering can happen at the end of the chain rather than the start. Again though, using 16 bit source may result in larger files and significantly worse performance in painting apps.
Thanks for that. I checked out the thread above and have a better understanding of the topic. How does one convert from 16 to 8 bit? Is it as simple as exporting out the Substance Painter texture files as 8 bit PNGs or do I have to do it in Photoshop? Thanks heaps once again.
In Photoshop, if you convert from 16 bit to 8 bit it will dither the image automatically.