Mixing normal maps with Batch Material enabled
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- C++
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Description
**Description**
Mixing two different normal map textures with batch material enabled produce weird results.
**To Reproduce**
Mix two normal map image textures with MixRGB node and control the mixing factor with a texture map. Enable the "Batch Materials" option.

Saved and internal means if the texture mask is imported as .png or internally generated/painted
Edit: After the merged PR #2853 from QC, The internal one can be irrelevant.
**System**
Blender: 3.3.5
Armory: SDK 2023.4
OS: Windows 10
Graphics card: Nvidia rtx 3060 laptop
**Test File**
Enable the Batch material option and Run.
[Texture Mask.zip](https://github.com/armory3d/armory/files/11186665/Texture.Mask.zip)
*The blend file is the same as in the issue : Texture painted mask #2846
Contributor guide
No contributing guide indexed for this repository
Research direction
Start with the attached Texture Mask.zip Blender test file, reproduce the issue by mixing two normal map image textures with a MixRGB node, driving the factor with a texture map, and enabling Batch Materials. Compare imported and internally generated or painted masks, then verify that mixed normal maps render correctly with Batch Materials enabled.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100