r/godot•
CrafterB

Normal Map, Grid Map, and one. Little. Node.

discussion

I wanted to post this because I spent weeks on and off trying to figure this problem out. I made a mesh library, exported from Blender to do a low-poly road grid map, and wanted to be able to rotate the individual tiles of the grid of course.

From what I gathered, Godot doesn't support world space normal maps like Blender, so the normal map broke and caused shadows/seams when rotating the different tiles of the grid. I tried to find many resources on how to make a shader use world space, and I couldn't get that to work without issues.

https://preview.redd.it/02mi7ghtegch1.png?width=844&format=png&auto=webp&s=c567e763d6a573a8868d3114af2a80b026f01c29

Finally... I messed with the grayscale node to see if I could do something more like a bump map, and when it didn't work I started selecting other options that seemed like they'd work from the dropdown, and LineartoSRGB seems to just work exactly how I want it to? I'm not sure why, because I'm not big on 3D art and materials, but yeah.

https://preview.redd.it/e5a8142xegch1.png?width=847&format=png&auto=webp&s=7433d5588e8e3d573aa6c0fba2cce3483fecfed8

Posted Jul 10, 2026, 7:32 PM UTC

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