Another scan I processed to test the new way I use to generate final height map.
I am trying to utilise baked height map but I trim it down in Substance Designer with Color Equalizer node as much as it is needed to remove repetitiveness and when done I blend it together with Bent Normal based one.
So even when in crazy cases bent normal takes over the original one.. at least I have it under full control now.
In that case as this is the edge one with terrible height gradient across the texture I have lost a lot of baked height data .. but right now at least I know it works quite well.
I have updated my photogrammetry tutorial on gumroad (https://gum.co/YanD) with more info. It has 177 pages now and new substance file added. I also used that material as an example when recorded another short video tutorial (https://youtu.be/HMPZV_Se8W0). Tutorial was added into my tutorial section.

My photogrammetry worflow (all details can be found at: https://www.artstation.com/artwork/K0PYG)

I used that material as an example when I recorded another short video tutorial. It can be found in my tutorial section or accessed directly on youtube:
https://youtu.be/HMPZV_Se8W0