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Question on World offset and normals.

I have an animated vector texture map driving world offset in my material setup on a simple plane mesh, but now the normals direction don’t “recalculate” properly to update with the movement so my lighting and shading look wrong.

I read this is a common thing when using material based displacement.

How does one achieve correct normals behavior or have the normals calculate with the movement of the surface properly?

Thank you.