Just make sure you define what you mean by "-bit". 8 bits per pixel (bpp) = 256 colors. 8 bits per channel (bpc) = 16 million colors = 24 bpp color (8 bpp red, 8 bpp green, 8 bpp blue) or 32 bpp if you add alpha channel. 16 bits per pixel = 65,556 colors. 16 bits per channel = a lot of fucking colors = 48 bpp color. Used…
All game engines compress textures to a direct X image format called DXT. For normal maps they often use either DXT1 or DXTn or 3Dc (which all are basically the same thing). https://en.wikipedia.org/wiki/S3_Texture_Compression https://en.wikipedia.org/wiki/3Dc…
Also there can be a difference in nomenclature. If people talk about 8 bit vs 24 bit they might simply address the number of channels of a 8 bit texture. Bump is just one channel (Grayscale), so 8 bit. Normalmaps have 2 (when the third channel is calculated from the two) or 3 channels (RGB). 3 x 8 = 24. But it does make…
Normal maps holds negative and positive values too, while bump maps only holds positive. I know this is confusing, because people author normal maps as 8 bit and only positive, and it gets hdr range in the shader. So its kinda happening in the background. With all this said, you could still author bump maps as hdr. Also,…
In this post, the EarthQuake said - normal maps are 24 bit whereas regular bump maps are only 8 bit WHY? https://polycount.com/discussion/36160/bump-map-vs-normal-map
Are you saying that when we, for instance, bake maps, we should output the normal map at 24 bit? And what of game engines? I was under the impression that -- Unity at least -- doesn't take anything more than 8 bit?
32 bit is what I commonly use for exporting heightmaps from World Machine to use in Unreal for a landscape or in Unity on terrain. It makes it look smoother and more accurate.