I am following a tutorial to make an anvil in blender 2.9.1. I have 2 different meshes, a sculpted high poly mesh, and a low poly, regular mesh. I made sure both objects were on the exact same spot when I baked them. the normal map turned out great, and when I plugged it into the normal in the material viewer, it looked just fine. My problem is that when I go into render mode, the normal map suddenly changes, and it shifts a few inches to the left around the whole mesh, making it look really weird. (See image below) enter image description here but when I go back to material view, it looks perfectly fine.

Here is a picture without materials on it so you can better see my problem: enter image description here I want these normals to show up on the corners of the mesh instead of where it is now. I know that the problem is not UV based because I have already checked my UV's.

here is my node setup: enter image description here

(sorry it might be kind of hard to see)

does anyone know why this is happening? And better yet, how to fix it? any help is appreciated! :)

(PS, I will give the link to my file below)

  • $\begingroup$ Please pack the image files. $\endgroup$
    – tetii
    Commented Nov 11, 2020 at 7:52
  • $\begingroup$ what does that mean? sorry, I'm not the most experienced with blender yet $\endgroup$
    Commented Nov 11, 2020 at 13:44
  • $\begingroup$ See packed data $\endgroup$
    – tetii
    Commented Nov 12, 2020 at 0:29
  • $\begingroup$ ah, I get it now, thanks $\endgroup$
    Commented Nov 12, 2020 at 0:37

1 Answer 1


I finally figured out what was going on. I discovered that since I had a mix shader that was mixing 2 normals together, and one of the image textures for the normals was conneted to a mapping node, so because of the mix shader, the mapping effected the other normalmap as well.


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