Anyway, here's some eye-candy. It's a rather violent "ridged roof tiles" texture, combined with an animated worm thing. This also shows off automated tangent-space generation and "teleports" between texture seams (which still have trouble at the "poles" at the ends).
The debug mode is neat. Green = primary ray steps, red = self-shadow ray steps, blue = number of mesh-edge "teleports".
Also, this shows how it simplifies linearly to standard normal-mapped rendering for LOD.