It is a bit weird. I created a plane, split it into various divisions and unwrapped it so that there would be UV seams all over it, then baked random details onto it. It's a fairly perfect texture with no visible seams on the texture itself. However, with the normal map applied, the seams are there blended and so it iterates flipping the normals around. In the attachments, you can see what I'm talking about. Is there no way to internally split the vertices at the seams so that the binormals are calculated correctly per-vertex rather than blended?
Also, a bug I keep forgetting to report: When adding a normal map to an existing material, the entire material gets shades darker until it's saved and reloaded. Also, if you click in Anim8or while it's loading a texture or the file itself in the beginning, it crashes (win 10). Would be nice if this was prevented.