Got a problem or need advice?
by Onkelpoe » Fri Mar 06, 2015 11:09 am
hi, when I try to import a 16bit normal map into a "TN" layer, I get: - Code: Select all
L3DTio_FI::LoadMapFile error - unsupported bpp/mode for file type 'png' (bpp = 48, mode = 9, map type ID = 4) CImportMapDlg::OnBnClickedOk error: - cannot load map file
Why is that? Tried different settings, like RGB color, RGBA, 16-bit integer, Normals map and so on - but non of them worked... Cheers!
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Onkelpoe
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by Onkelpoe » Tue Mar 10, 2015 11:36 am
so nobody got this issue?!
Judging by the log, I think L3DT can only read 8-bit pngs propperly - but png can also be 16-bit!
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Onkelpoe
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by Aaron » Tue Mar 10, 2015 12:40 pm
Hi Onkelpoe,
Sorry for the delay, and yes, no-one else has reported this as an issue before. L3DT's PNG plugin only loads PNGs as 16-bit for single-channel greyscale heightmaps; RGB and RGBA images are always loaded as 8 bits per layer. This is because L3DT internally only holds normal maps and RGB(A) colour maps as 8 bits per layer in memory, so importing/exporting 16 bit per layer RGB(A) images wouldn't improve the bit depth of the actual data.
Can you tell me which applications use 16-bit normal maps?
Best regards, Aaron.
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Aaron
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by Onkelpoe » Tue Mar 10, 2015 3:22 pm
Hey Aaron I wanted to use the 16-bit normals for higher precision in Marmoset Toolbag2 / Unity5 renderer. At least provide them in 16-bit (could be reduced to 8-bit anyways) So I guess it would be hard/too time consuming to make L3DT load 16-bit normals (RGB) png and I have to scale them down to 8-bit? Best Regards!
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by Onkelpoe » Mon Mar 16, 2015 3:33 pm
Can you confirm that, Aaron?
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by Aaron » Tue Mar 17, 2015 1:02 pm
Hi Onkelpoe, It may not be too hard to add 16 bit per layer RGB import-only support to the PNG plugin. Could you please send me an example 16 bit per layer PNG normal map file? (to aaron@bundysoft.com). It would help with testing. Best regards, Aaron.
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by Onkelpoe » Wed Mar 18, 2015 9:50 am
Yes, I could send you one/provide a drop box link...
But before, let me ask if 16bit support maybe added for importing, but not for export/exporting overlapped tiles or export with optimized mesh?
Cheers
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Onkelpoe
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by Aaron » Sat Mar 21, 2015 3:36 am
Hi Onkelpoe,
I wasn't planning on exporting 16-bit/layer normal maps. It's probably only a little bit of work, but I'm not entirely convinced it would be useful in L3DT. Since L3DT generates normal maps at 8 bits/layer, you don't get any extra precision if you export the files from L3DT as 16-bits per layer. What you'll actually get is every second bit in the image being zero. 8-bit data will still have (up to) 8 bits of precision, even when saved in a 16-bit container.
However, I'm happy to add the 16-bit normal map importer, as it may be useful for compatibility reasons.
Cheerio, Aaron.
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by Onkelpoe » Mon Mar 23, 2015 7:53 am
Ok, I understand!
Thanks for reply and have a good time - cya
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