I'm getting shading errors when using a shader inside a materialbuilder. This also happens if I try to blend two principled materials in the /mat context. Check out the image and the hip file for info. Adding displacement bounds on the material builder do not fix the problem either.
I've rebuilt using a principled core shader and piping my own displacement into the network the way the older materials were set up, and I still get the same shading errors. Any info? Sorry for the odforce crosspost, just trying to figure out what is wrong here.