I’m using triplanar mapping to project a megascan texture onto the surface of my procedural mesh. The surface looks great with the exception of a seam down the center on one side of the mesh. The shape of the seam follows the triangles in the mesh exactly. What could this be a result of? Bad UV or normals calculations? Any advice would be greatly appreciated.
I’m not currently using the world aligned normal node. I have been following a tutorial series by Ben Cloward on YouTube for triplanar projection. Here’s how I have that implemented:
I removed UV0 from the the function and replaced it with an empty argument, now the seam/ gap is gone and the shadows look great! Thanks for all the help!