Hi, I encountered a behavior I’m not sure if it’s a bug or not. In my workflow I tend to use UV-less texturing a lot. To do this I use a combination of either generated texture coordinates or object texture coordinates with box mapping, I’m sure most here is familiar with that technique.
Anyways, it works just fine for any regular textures, no issues at all, blending works correctly and so on. But as soon as I do this with a normal map and slot it into the normal map node I don’t get the result I expected.
As it turns out the normal map node still uses the UV coordinates even when you’re using procedural texture coordinates. Depending on how the UV is mapped I get wildly different result, and If I the mesh does not have a UV map at all, the normal map node ceases to function completely and outputs nothing.
This to me seems like wrong behavior. Shouldn’t the normal map node only care about the color values that are put into it and not try and apply its own set of coordinates? Right now this defeats the purpose of using box mapping since I have to apply a UV map anyways. It just seems very odd to me and I have not noticed this behavior before.
Only the normal map node showcases this behavior everything else works just fine.