Yeah a slope like that would be a problem, good point. Frankie's example seems like an extreme one, but I'll grant that 256 grays can be limiting. I guess my point is that both have their advantages and their disadvantages. I think it doesn't help to classify heightmaps as being strictly old school. We're working on some…
Hi eric, I don't think what you have said is true. The length of a normal is irrelavant, normalizeing a normal map is probably only nessasary if you attempt to hand edit one. Normal data is extracted from a hightmap to be calcuated on the video card so a normal map cannot be less accurate than a hightmap. Changing the…
Here's an example of where they both suck. Yes, it's a bit contrived, but now you can see why all the techy panels in the Doom 3 world or kind of soft, or they slightly bevelled everything on the first place: (these are sized down, so some of it's lost I guess) [img]http://www.members.shaw.ca/whargoul/bad normals…
Yeah, same here. I post so I can learn. Please do correct me when I'm wrong. As I understand it, a normal map is what we use on current hardware for bumpage, so a height map has to be converted into one to give you the effect you want. But the height map stores more data, you're just throwing away the extra info when you…
Can someone explain the advantages of a normal map over a bump map? I did some quick tests in Maya today and the only difference I can see between the two is that normal maps can be generated from hi res geo right out of the box. You will see in my examples that there are a few artifacts on the bump map but this is due to…