Generate Procedural Mesh

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Output of the cross goes to the normal input for the material, to use normal maps from textures you have to mask out the B channel for them and add the RG channels to the cross output. This of course is all being done on my end because I am triplaner texturing a landscape mesh, you might want to stick with calculated tangents since you seem to be generating static interior geometry and won’t have as much raw data to pass back and forth to the GPU as I do.