150$ job: Fix Normals Issue with PerturbNormalsHQ

I will paypal 150$ to the first person who properly solves this issue for me.

I’m trying to animate a smooth noise displacement on a material in UE5, the noise needs to be done in world space because if done in tangent space the UVs dont align. I’ve gotten things semi-working with PerturbNormalsHQ node, however lights don’t seem to be responding properly to the mesh displacement, the lighting issues are pronounced along the polygons. I’ve seen stuff online about lerping between the normals but its a bit beyond my code-fu. I think the culprit is within the PerturbNormalsHQ node.

Project file:

This looks smoother. I have no idea if it’s technically meaningful or correct :slight_smile:

norm

Hi!! thanks for giving this a try. Really appreciate it.

You basically just stopped the normal calculations which makes it look smoother but the lighting isn’t reacting to the noise deformations anymore. You could unplug the entire normals node from the shader and get the same result. I want the lighting to react to the deformations like in my initial video but without the artifacts/polygon faceting.

Ah… it was just a guess… :slight_smile:

Thanks again though :slight_smile: really appreciate it

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