Why my texture behaves like this?

The texture is fitting otherwise fine, but on the lower corners it goes totally berserk.

The house model is just a hollow frame where windows and door is cut out. Texture is rotated and scaled for better looks.

Have you checked the uv? Also maybe recalculate the normals of the surface in edit mode.

There’s no UV, it’s just a regular image texture wrapped around the model with cubic interpolation and box projection. Sometimes they don’t cause any issues and sometimes they do.

Do you have items in the file that are not visible but casting shadows?

I can see from the right side of the building that the projection isn’t working, to be clear you have the projection set to box and the coordinates to object right? box projection should be set to flat if working from UV’s

You have checked the normals? Either in the overlay panel, activating the visibility to see if they face to the right direction or recalculate in edit mode.

You said its just a one sided plane? so a quick uv unwrap should be fast.

There are no invisible objects casting shadows in the scene.

Not sure what you mean by coordinates, but the texture vector is bound to mapping as I had to rotate and scale the texture.

Seems that blend -option is smoothing the anomalies as you can see below, but it leaves smudges behind. I can live with it though.

can you share the blend