Hi there! I’m fairly new to Blender and am loving it so far!
I was wondering, as the thread topic implies, whether anyone has gotten correct normal map directionality using mapping types other than UV mapping. In the screenshot above you can see the issue - each projection works for laying down the normal texture, but the way the normal is being read means it looks rotated/inverted depending on the projection. I think -x, -y, -z are “backwards” and +x,+y,+z are correct.
It seems for tangent space normal maps, looking at the documentation, they intend for the texture input vector to always be UV because whatever’s happening under the hood uses the uv information to derive the normal map directionality. I was wondering if anyone has been able to re-derive the tangent basis using hack node chains or if there was some other way to get normal maps to not invert along certain projections when using box mapping. Alternatively ,as anyone found a way to apply a normal map to a model in a UVless way? I’ve tried out bump mapping and, while it fixes the inversion issue, the banding is pretty terrible so I don’t think that will work.
Any Blender gurus willing to school me on this? Thanks!