not sure how that would help..... banding example on that case; http://dl.dropbox.com/u/26016303/banding.jpg I could be missing something basic, sorry if I'm going off topic.
no issue in pixelshader, it works in float ant that example is a bit of extreme i would recomend working in 16 bit grayscale resolution or colorramp + conversion for that issue 256/channel is the worst case you can have while editing images in my little conversion application (some oither tread) i used 32bit/channel and…
If I wanted to I could create a normal map 100% filled with every pixel having a constant normal pointing at 45 degrees in any direction. Why I would wan't to do that I'm not sure but it shows the beginning of the conversion breaking down. If you want a more realistic example try convert this,…
Right, this was my first concern too. All this stuff about converting normals to height etc just sounds like a huge mess as well, and needing to make sure your height is normalized to contain the correct information to prevent seams and look like the highpoly, that just sounds like the issues with improper tangent space…
Actually, because a normal map is just normal direction, and a height map baked from high is a map of the variation in distance in the two compared surfaces(high, low), these are two drastically different data sets. You can't extract an accurate height map from a normal map for the purposes of displacement for example.…
The normal map pipeline is very well established and gives the best results today, but like perna says there are tool chain issues and people are still screwing it up, in both art and code. A lot of guys are old pros at making normal maps, so much so that it must seem easy. But I think there are a lot of hardships there,…