Normal maps have gradients to account for smoothing on the low poly's mesh normals yeah, maybe I should have said something more like "bit depth isn't the only advantage" as bit depth is an advantage with normals. Just that its not a straight up comparison of bit depth, if that makes any sense. Curved surfaces and…
I'm just looking at EQ's height to normal example and that's an extreme case I don't get that flattening effect when I generate height map from a high to low but I do get all this shitty banding hence my confusion about the issue and why I thought it was a bit depth issue. I've confirmed the height map generated is…
Another reason we use normal maps is because the r, g, and b channels are all 8 bits so it makes a 24 bit image for the cost of an 8 bit image. With a bump map you'd need to make a 24 bit grey scale image to get rid of any banding created by gradients in your bump/normal map. For example do a high to low transfer on a…