Some spots are fine, others have seams. There are marked seams on the mesh, but the UV map is seamless, and removing the marked seams seems to have no impact.

Edit: No seam visible when looking at normals or tangent via a geometry node, nor when looking at the UV map applied to the model as color. I’m pretty sure it has to be something to do with the UV mapping node.

Edit 2: I’ve uploaded the file here.

  • TacticalToothbrush@discuss.tchncs.de
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    9 days ago

    People can help figuring out quicker if you share blend file. Remove anything that is unrelated or not sharable, purge unused data blocks, pack resources, upload somewhere.

      • TacticalToothbrush@discuss.tchncs.de
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        8 days ago

        This is not my area of expertise so I can’t be of much help.

        Similar discussion on reddit

        Because they’re tangent space normals, and where there are seams, tangent space changes sharply. It is not that the normals (world space or object space) are discontinuous; it is that the tangent space is discontinuous, and so the tangent space normals are discontinuous, even though the world space normals are not. (Tangent space is a space where the +Z vector points in the direction of the sampled normal and the +X vector points in the direction of increasing U, from your UV map. The normal map color is a remapped vector intended to be interpreted in this tangent space. The direction of increasing U changes sharply across seams. Which is okay.)

        Seems different on this case where normal map is continuous but tangent normal is not. I guess you can unwrap the ring in one piece to have only one seam and hide it somehow.

    • PlzGibHugs@piefed.caOP
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      9 days ago

      Already enabled, and while there are some sharp edges, this one is left round. Even clearing all sharp edges makes no difference.

  • coolie4@lemmy.world
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    10 days ago

    Almost always related to Texture Coordinate

    The usual method is to plug a texture coordinate into a mapping node and then the mapping node into the vector input of the texture. The texture coordinate node controls how a texture’s position maps to a mesh’s surface. The mapping node let’s you make adjustments to that mapping. Example below:

    • PlzGibHugs@piefed.caOP
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      9 days ago

      Unfortunately, has no effect. I think the default for image texture nodes is to use the UV coordinates.

  • Hiro8811@lemmy.world
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    10 days ago

    Maybe it’s from the mesh? In edit mode select all vertices and merge them by distance. It’s probably not this but this has magically repaired my meshes too many times