HLSL code 'Texture2D' to 'sampler2D'

Ah yes, the normal height map will only want ONE channel, so you’ll have to either use a component mask with just R or G or B selected, or just drag from the red/green or blue boes on the texture sample node.

Essentially what you’re doing right now is giving it too much information, heightmaps need to be grayscale :slight_smile: Hope this helps!