Thanks for quick reply! I’ve been messing around with the blendAngleCorrectedNormals, but cant really figure it out. If I connect a pixelnormal and a V3 (for direction) into a dot and connect it to the emissive f.ex. the direction of the “light” is constant if I rotate the object. When I use a normal map and pixelsnormal and blend those in a blendAngleCorrNormals and feed that into the dot with the V3, the overall “light” is constant if i rotate but the “light” on the normal map is reversed at a certain rotation so it doesnt come out correctly. For instance, if i rotate the object along the Z axis above 180 degrees the Up vector in the normal gets reversed so that the “light” suddenly seem to come from below. So it seems like the normal map gets reversed at some point. If I don’t rotate the object but instead scale it to -1 in the Z axis, the “light” on the normalmap is still correct.