I’m pretty sure it’s a bug, but I wanted to check just in case. When I made a node group (currently trying to create my own Ubershader until one is in trunk) and drag the Normal socket of a BSDF to the left side to create an input for the group, the material instantly goes black or checkerboarded. Is this a bug, or am I simply not doing it the right way?
It’s a known issue, but can be easily dealt with by adding a geometry node and plugging the ‘normal’ socket into the normal input.
That is for objects without bump/normal maps though, with a bumpmap, you can just plug it into the normal socket like usual and it will work.
I think the crux of the issue is that the group node functionality interprets this as a normal XYZ coordinate set when it’s clearly not the case, so an addition to the grouping code to detect this type of normal socket is what might be needed.