I'm having a problem applying noise as a bump map to a dense mesh originating from a cad model.
I've imported the already triangulated mesh in as .obj and it has normals generated for each point.
It renders just fine in pbr with a simple diffuse+specular custom shader except when I apply a turbulent noise via the displace along normals VOP node. I've connected its N output to both diffuse and specular bsdf nodes N input.
This results in some smaller, long triangles becoming darker than the surrounding mesh and causing visible artifacts in the render.
Any suggestions on how to fix this? All help is very much appreciated.