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I have mirror model, that I made to save the size of textures. But in testing I see, that part of model, that must be flat, has a visible seams:

enter image description here

Normal map is configured to non-color, so it isn't a problem.

The problem, as I see, that there is no color in RGB that corresponds to 0.5, 0.5, 1. #8080ff is bigger than this value, about 0.503, 0.503, 1 and #7f7fff is less (about 0.498, 0.498, 1)

So now I found only one method to solve this problem - create a mask and mix them this way:

enter image description here Less then value is 0.00001

So is there a suitable method for using normal map on a mirror model?

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It's a great shame 128 isn't half of 255.

This isn't an answer to your question, but it does what you do to fix it without having to construct a second map as a mask.

Left: direct connection of normal map. Right: after correction

This node tree compares the map-encoded normal to (0,0,1), and if it's close enough, sets it to (0,0,1)

enter image description here

How close 'close enough' is, is set in the 'Less Than' node. The color in the 'Color' node is RGBA 0,0,1,0. (Is there a better way of entering a fixed vector?)

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    $\begingroup$ Could you extend the answer to include the values in the 2nd vecotr of the dot product node? $\endgroup$ – Leander Jun 8 '18 at 10:43
  • $\begingroup$ @Leander Well spotted, and thank you. I think that tree must have come from some half-cocked save of the Blend file - it's not what I meant at all. Funnily enough, it worked! But because I don't know why, I don't care. $\endgroup$ – Robin Betts Jun 8 '18 at 13:26

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