blender-shader
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Incorrect default normal for node group
Pictures can be seen here.They make all the following text pretty much unnecessary. I have a node group that uses a color mix node to mix between an input normal and an incoming normal, which is then fed to a fresnel node, which mixes between two materials. The color mix uses colors, obviously, not normals, though I got the input to be a normal input beforehand and that seems to work for Cycles. In the PBR viewport however that is not the case, as the result will be 100% of one material, unless I feed it the default normal of the object or a normal map, etcetera. You can see the node setup in the pictures.
Thanks for reporting it! I may find the time to investigate this. Kinda related : the output node inside a nodegroup does not work