Hey brett.Just like Gray_Master already said, you want to use the "local vertex normal" output in the masternode. The first "normal" that you see on the top accepts normals in tangent space, these are usually normal maps like Gray_Master already demonstrated. If you want to actually change the normals of your mesh with the shader you need to calculate it somehow and pass it to the local vertex normal output. Just keep in mind these new normals must be in local/object space in word for it to work.For example if I use the "Vertex Normal" and feed it directly into that port it will use whatever normals your mesh has since that node fetches the vertices normals as they are (in local space) in your mesh. This is actually done by default so having it connected like this doesn't actually change the final result.You'll have to figure out the math you need to generate or change the normals for your case. For example, maybe you want to do a waving flag, then you would use some sort of wave function that has the vertex position into consideration.The " World Normal " you were using earlier gets you the normal in world space (hence the name) and it's a helper node to also accepts a normal in tangent space, this is usually useful for certain effects like custom lighting. @KRGraphics if you want to do wind movement you need to use a wave function that generates some pseudo random values based on the vertex position of your vertices and that also accepts a time variable. Then it's a matter of using vertex color to filter what you want or don't want to move (ie: paint the base vertices black so it doesn't move with the function)