I’m trying to use some Megascans cement textures on a block mesh (ie. a cement block). I’m using world aligned textures, but if I just use them directly, it has the same effect. I’m only using Diffuse, Normals and Roughness. This seems to be purely Normals related. I can’t seem to fix this. Blurring the normal map and using a LOD Bias of 2 helps a lot, but then most of the detail is lost. This is zoomed in, but stays there even if you zoom out. It just gets less noticeable, but you can still see it.
Anyone know what is causing this? This shows up in the material preview as well. I can set roughness to 1, specular to 0 and it still shows up. The normals all look fine. I’ve made sure they’re not 0 and Z isn’t 0. This only happens on highlighted areas when I’m looking away from the light source. So they are supposed to be a bit brighter, but shouldn’t go to black. Lumen on/off doesn’t matter. Couldn’t find any scalability settings that did anything. Flipping green (or red) didn’t do anything other than shift the artifacts around. And it’s not related to tangent normals or world normals. Normalizing the normals doesn’t help either.
Anyone seen this before?
A second question would be how to use WorldAlignedNormal. I’m using WorldAlignedTexture on the normal right now with the Z pin just to have the flat area. But WorldAlignedNormal’s XYZ output pin does not work vertically it seems. I get streaks.
