How calculate tangent vector for the second uv channel?

Sorry, I meant to update that original thread with my findings but it totally slipped my mind.

The shader Ryan posted seemed to work perfectly for me. I didn’t even notice that triangulation problem that he had. I originally couldn’t figure out the final step to combine the normals on the separate UV channels, but I think i got it. I can’t guarantee that this is 100% right but it seemed to work out well.

Anyways, here are the results and the full shader graphs:
compare.gif

34bb2d4f2fa2c305d4541b14d81b27b23b9fa2aa.jpeg
The normal map plugged into the new tangent basis function is a tiling brick texture that’s mapped to UV channel 1. UV channel 0 has the unique damage sculpt normal map.
It’s important to have Tangent Space Normal unchecked on the material attributes.

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Here’s the graph for the tangent basis function using the shader that Ryan posted.