Making a simple procedural metal shader using a Noise Texture
node linked to a Normal Map
effect from the object's Texture Coordinate, I've come across this particular issue:
When I change the Normal Map
value there's a very visible firefly that appears in the mesh, affecting the texture in some particular areas.
My first thought at this was that I had a Face Orientation
or Duplicated Vertex
issue. But to my surprise, all the Face/Vertex Normals seems good, and there were no duplicated vertexes.
See mesh analysis:
My node setup:
At this point, I knew that this issue went far beyond my acknowledgments, and this is what I've got so far.
Objective:
- Find the property or the mistake I've made that brings this particular issue.
- Notice if this is a
Texture Coordinate
bug from Blender with no troubleshooting so far.
Things I've noted:
- When the
Normal Map
value is0
this issue disappears. - All mesh normals are facing their correct direction.
- There's no duplicated vertex or faces.
Rules:
- This shader must be procedural for further use in different objects.
- Texture coordinate must be plugged in
Object
input. - No
UV maps
dependency or mesh wrapping.
Extra points for:
- An alternative solution to make this procedural shader with no
UV map
or not depending on the object'sTexture Coordinate
.
Thanks in advance for your help!