Visual glitches using either world aligned texture and UVs?

2 problems:

1- I used a world aligned texture node, and the respective one for the normal and I had a bunch of visual glitches. I didn’t know why and I thought at first that it was a matter of the world aligned texture because some rotations are not well projected with that node, bu then I tried it with the UVs and still I have glitches.

It keeps changing from lightened to dark. It also depends on where I position the camera. Both in editor and in PIE.

Any idea on how to fix this? I am sure it is not the model since it happens with a cube too:


2- Normal map is too “cripsy”. The details of the stones are too defined. But the normal map is not so “extreme” in itself. Modifying the saturation has fixed it but still.
With saturation 1:


With saturation 0.9:


Okay mystery solved. It turns out that having a direcitonal light on stationary mobility was what was causing those glitches. If I set it to movable or static it gets fixed.

But there is still the thing of the normal map intensity.

Thats a pretty intense normal map.
Try and look at its individual R/G channels.
It seems as if most of it would be almost white by looking at the dark purple highlights.

Your netural value would be .5,.5,1
Try and soften the normal more, or just tune down the individual R/G by lerping them in a .5 to 0 value instead and re-composing the normal…