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5

You need to delete the inner faces that we can see here, they are messing up with the normals:


3

It seems, in the absence of any faces from whose Face-Normals the Vertex-Normals can be derived, they resort to a spherical projection from the Object Origin.


3

Noise Texture uses Generated coordinates, which often cause stretching. You have three ways to correct it: Use a Mapping node to correct the stretching Use your UV map coordinates Use Object coordinates


3

Per your link: Direction Type The tangent direction can be derived from a cylindrical projection around the X, Y, or Z axis (radial), or from a manually created UV Map for full control. Geometry -> Tangent is giving you the same output as the Tangent node set to Radial Z.


3

The shading artifacts are being caused by the n-gons surrounding the circle, as well as a lack of supporting geometry. As a quick fix, you could try selecting all the front faces that aren't part of the circle and giving them a slight inset: Before inset (faces selected): After Inset:


2

First, the initial results are good. I would say don't connect the same thing to both normal sockets. Do use the clearcoat normal (and I'm a fan of including whatever level of microdetail you want) but consider mixing in much larger scale imperfection as well, to try and coax this type of imperfect reflection from the clearcoat layer. Make another bump ...


2

I came across this question when I was googling about the same problem. This worked for me. import bpy selection = bpy.context.selected_objects for o in selection: bpy.context.view_layer.objects.active = o try: bpy.ops.mesh.customdata_custom_splitnormals_clear() except: pass


2

You have 2 faces inside the tips messing all up


1

You could create your icosphere, duplicate it with ShiftD, select one of the two, go in Edit mode, select all and split the faces (Mesh > Split > Faces by Edges): Then extrude with E, press Enter right away, and scale up with Transform Pivot Point > Median Point selected: Now you have your two objects, the core and the outer sphere. You can ...


1

A method close to what Rico Cilliers proposes is to mix the 2 normal images into a MixRGB in Mix mode, with the factor value at 0.5, and push the Normal Map strength up to 2:


1

you can achieve a similar effect with some clever loop cuts


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