I don’t know if this will fix your problem, but in the Textures panel under the Image Sampling tab, I would make sure that the ‘Normal Map’ check box is checked.
it looks like it’s the second wood textuer image that introduce the problem
but not certain how to correct it
as i said i can render only the first normal texture map and it looks ok
but when i add the second texture then i’m loosing the first one ( normal map ) function of the Spec value of the mat !
In order to see a normalmap you need specularity and shadows obviously that’s how the whole perception of the world through your eyes works
To see it in viewport you need a lamptype that supports shadows in viewport, and/or specularity. Quite easy.
How do you expect to differentiate bumps from the flat surface if it doesn’t has either specularity or is casting shadows?
It seems you fail to understand the basics of a normal map.
A normal map, manipulates the normal vector for lighting for a point.
How do you perceive bumps on something in real life?
You see highlights (specularity) and dark areas (shadow).
If you use a plane with a texture and apply a normalmap:
Turn off specularity and crank up emit -> Normalmap is gone.
Turn specularity back up -> You can spot the Normalmap again because you see the highlights.
Turn off specularity again and turn off emit -> You can spot the Normalmap again because you can see the shadows.
And exactly the same will go for a bumpmap.
If something casts no shadow you can’t tell if a feature is impressed or embossed it just looks flat, same goes for highlights.