Multiple Normal Maps on Separate UV Channels?

Awesome! I’m glad you were able to get this working. You’re killing it between your POM shader and now this.

The triangulation really is invisible once you put the rest of the textures on, but I’ll need to try a few more examples to see how it holds up.

I did run into a compiling error while trying it out though…

The vector transform node you’re using looks different than mine, so I must be doing something dumb or missing something.