I am trying to avoid tiling on my surface by using triplanar nodes, which does work with the diffuse, roughness, and displacement maps. However, using triplanar with normal map node, both before or after the normal map node, result in a strange tiled surface I cannot avoid.
Is there a correct way to do this with the desired result?
Is there any solution, or is triplanar just broken with normal map node, because I also find that triplanar also doesn't work as soon as I attach displacement node for the displacement map as well.
I am just trying to find the best way to avoid tiling, and triplanar does that for every texture map except when using normal map or displacement map.
Triplanar does, however, work with noise nodes and the displacement node. It does not work when using image nodes with texture maps loaded.
Triplanar uses the normals to decide which side to sample the texture from. When applying to diffuse, roughness, etc. it takes the shaded normals, modified by the normal map. When applied to the normal map, it takes the unshaded normals. So there's a mismatch there, that might explain the difference.
We're planning to add a control where you can select which normals to use. Would you mind to share the scene with the relevant parts only (surface with the textures) to verify if this is the issue?
So there is no way around this right now?
What about the displacement map node? Will that be fixed later as well?
I'm not 100% sure, that's the issue, but it's likely. Hard to tell without looking at your scene. I suppose you have tried playing with Blend to see if that changes anything. Displacement could have the same problem. If so, then there's no workaround at the moment.
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