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I have a plane (w/ texture and normal map) & a sphere (acting as a light source):

Here it is w/o the normal map: "w/o the normal map"

Here it is w/ normal map: "w/ normal map"

Normal map was created with Materialize by Bounding Box Software.

Why on earth does the one with the Normal Map look as though either the light is directional or that the plane is tilted? Is this a problem with the principled shader? It is not, in fact, the principled shader; I just tested that while typing this.

So yeah, what is going on here and how do I fix it?

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I seem to have fixed the problem. It was a simple need for a Normal Map Node:

w/ Normal Map Node

I kind of feel silly now, but you live and learn.

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I had the same issue, but just adding the normal map node didn't help. Changing Color Space from sRGB to XYZ in normal map node fixed the problem for me.

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