Path tracing removes non tangent normal maps

Hello, I’m creating a character face rig with lots of blendshapes, which results in normal not looking right when animating. So I turned on recompute skin cache for the head material and it looks as it should.

Except for one thing where it made it so my normal map didn’t quite look right anymore around the lips and nose, everywhere else looks fine… So I found this thread (Recompute tangents and normal maps, I have found a solution) and unticked normal map as tangent space in the material and all that, and that all worked!

The problem is now that I want to use path tracer, but using non tangent-space normal maps completely removes any texture normal information on the mesh when I switch lighting mode… Is there a solution for this? Either getting back normal information when using path tracing or making it so that my normal map works without using non tangent-space normals.

Thanks :slight_smile: