Hi all!When trying to use NORMALMAP in a 3D fragment shader I get some weird effect. On a sphere (for a planet) when I load the normal map through the shader I don't see any visible effect in height, but it makes a weird effect with a curved specular reflection at the poles. If I raise the NORMALMAP_DEPTH, reflection seems to be shifted (west) and I still do not get a sense of height. All this seem to work perfectly if I just use a standard fixed material though. Any idea?I have found one other person at least who had the exact same issue as I did:

I Also made an imgur album to show exaclty what I have as issue: http://imgur.com/a/GkKTi(I originally asked this on reddit but did not get any feedback. I asked as well on the IRC chat without success. I also have opened a quesiton in the Q&A.)

Thanks for this, it does help a little. I set up my shader as per your graph and had to tweak a few things (raised the power to 8 and didn't include all the vecInterpolate as I only have one texture). So if I put powers from 1 to 6, I still have the weird artifact. From 8 the artifact is less noticeable, but then details of the normal map becomes less and less visible. So I am not entirely satisfied.Edit: I went through the material source code on github. The actual solution is this:[code]NORMALMAP = tex(normalMapTexture, UV).xyz * vec3(2.0,2.0,1.0) - vec3(1.0,1.0,0.0);NORMALMAP_DEPTH = normalMapDepth; //float[/code]I don't know how to include a link properly, but this is where I checked : [url=https://github.com/godotengine/godot/blob/a895e2e372c9df2a9972f38134ae0ea9c8bf45a8/servers/visual/rasterizer.cpp]https://github.com/godotengine/godot/blob/a895e2e372c9df2a9972f38134ae0ea9c8bf45a8/servers/visual/rasterizer.cpp[/url]

6 years later