#Issue using object space normals in shader graph

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delicate furnace
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I made this simple shader graph to test this issue, made a material, and applied it to a cube. It looks as expected with no rotation, but when I rotate the cube around the Y-axis, this strange effect happens

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before: the side on the right is all black

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after rotating a little

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It's using object space normals, so why is it rendering differently? shouldn't the normals stay the same when rotating? since they're in object space and not world space

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perhaps it's a precision issue? i added a Round node and now it seems to work as expected