Any idea why the normal would not align with the texture? It’s a very basic world aligned material.
Hello Claaudius,
My theory is that the world alignment is trying to blend 2 different textures (2 different projections of the same texture) because it’s on a curve.
If you apply this material to a flat surface, are the normals still offset?
where’s the third tiling pin going? the normals look correct. the duplicate is coming from below what you show us in the shader graph. clear coat normal or some bump offset? obviously not working.
It’s a roughness texture, but it’s not connected
When it’s on a flat surface it looks good, but as soon as I rotate the object, the normal gets messed up. Looks good whenever the rotation is in increments of 90.
I was looking into a similar problem the other day and came across this thread.
Seems like a problem identical to yours. Lots of interesting info in that thread about tri-planar mapping and problems/solutions associated with it. If you end up implementing it with any luck let us know how it goes!
This seems to be a problem with world aligned materials and the rotation of the object. Triplanar would be an alternative.
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