Hi,
I’m using the PBRRougnessMetallic node with a normal map. The material is applied to a plane where the surface is extruded, to make it bumpy.
Here’s a screenshot from the graph:
What I notice is that if I remove all extrusion from the plane, so that it’s completely flat. Then don’t see the lighting being affected by the normal map. So, I guess I’m not using the normal map correctly.
Ideally, I want the lighting to only be calculated based on the normal map and the orientation of the plane. For the orientation, do I need a Vector 3 input block, that I update outside of the shader, or is there a node to get the orientation of the mesh? By orientation, I mean the rotation applied to the mesh, not the orientation of each individual triangle in the mesh.