What is this sharp line in RVT?

Hello, I need a sanity check and some sort of answer to how to fix it.

I am getting a strange sharp line transition in my rvt asset. In some places it is blending fine, in others it seems like some sort of partial/mismatched blending.
Adding some screenshots to illustrate better.

I have tried this with two different meshes, to rule out shape since I still have no idea how the mesh will go to landscape (one mesh was with bottom skirt, other was with both bottom and back skirts to blend into cliff). In both meshes some edges produced sharp blends. Although the one that was on flatter surface was cleaner.

I also found info that the angle between the landscape and asset is important, meaning nothing too steep, but in my case that was also a no go, sharp connection appears on both small and big angles and at the same time the same big angles parts are ok while small angled parts have a line.

So is this working as intended and that line should be there? In some of the videos on youtube about rvt people did say about lighting and shadow issues, but wouldn’t that mean that on the right angle the line should be no visible, but no matter how I turn the lights the parts that have that line always have it (be it less visible or more visible).

Is my only option to put more of all sort of items like rocks and plants just to hide it? Wouldn’t that kind of defeat the whole rvt then?

Any and all input are welcome, especially advices how to fix it.

It’s almost certainly to do with your normals and how you’re blending them in particular. If the pixel normals aren’t smoothly blending from the RVT to the assets you will have sharp lighting transitions. Can’t really suggest where you’re going wrong specifically without seeing what you have going on in your material’s normal section.

Here are the photos of landscape material, mf’s that are used in it and assets material. Putting a photo and two links since I’m still a new user.

Asset material
Landscape material

Edit:
Apparantly BananableOffense was actually right. It was actually a normal problem. Apparently in landscape material normal should be transformed from world to tangent space. This fixes my problem so marking reply as BananaableOffense solution.

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