Normal Map Banding Artifacts

Hi, I’ve almost finished working on my game-ready model, and now I’m trying to set up a normal map for it. However, when I assign the normal map to the model, I encounter some nasty banding artifacts. This issue occurs only in UE (I also tested it in Marmoset Toolbag, Blender, and Substance Painter). I use a 16-bit normal map, and I’ve tried enabling “Use Full Precision UVs” in the static mesh editor, setting the GBuffer format in project settings to high-precision normals. I am using Normalmap compression in my texture settings, with sRGB turned off. Virtual texture streaming is turned on (because I also use UDIM textures), and the sampler type in the material editor is set to virtual normal. I would be very grateful for any help in solving this problem!
(I set Normal Map intensity to 2 for this image so the artifacts can be more visible)


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Might be some lossy compression going on? Your settings seem fine. In the texture asset, you should be able to set lossless compression.