I’m attempting to combine normals from multiple UV channels and can’t get it to work correctly. Once I blend the normals from two different UVs lighting gets messed up. Here’s what I’ve done so far:
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I have a cube with two sets of UVs on channels 0 and 1.
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‘Tanget space normal’ is unchecked on the material
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Testing just UV0 with transform tangent-to-world looks as expected:
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Testing just UV1 with derive tangent basis also looks as expected. There’s supposed to be a really faint cross thingy on each face of the cube:
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Once I blend the two, things get mighty strange:
Any help is much appreciated!