Eevee nodes (e.g., Checker Texture) has different coordinates than Cycles when no UV #52528

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opened 2017-08-24 18:02:46 +02:00 by Dalai Felinto · 8 comments

Short description of error
Eevee nodes with vector input have a different default coordinate than what is used by Cycles. In blender 2.78, material draw mode, this worked fine.

Exact steps for others to reproduce the error
Open: eevee_default_uv.blend

Then alternate between Cycles and Eevee. The scale of the brick texture is entirely different.
If you connect the Texture Coordinate node in the checker texture it works the same for Cycles and Eevee.

**Short description of error** Eevee nodes with vector input have a different default coordinate than what is used by Cycles. In blender 2.78, material draw mode, this worked fine. **Exact steps for others to reproduce the error** Open: [eevee_default_uv.blend](https://archive.blender.org/developer/F724336/eevee_default_uv.blend) Then alternate between Cycles and Eevee. The scale of the brick texture is entirely different. If you connect the Texture Coordinate node in the checker texture it works the same for Cycles and Eevee.
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Changed status to: 'Open'

Changed status to: 'Open'
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Added subscriber: @dfelinto

Added subscriber: @dfelinto
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Added subscriber: @Sergey

Added subscriber: @Sergey
Dalai Felinto self-assigned this 2017-08-24 18:03:24 +02:00
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When nothing is connect the coordinated used is the generated (aka orco). The glsl code used to calculate the coordinates is:

var0 = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];

@Sergey is this the multiplication you were referring to? Or we actually need something else?

When nothing is connect the coordinated used is the **generated** (aka orco). The glsl code used to calculate the coordinates is: ``` var0 = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1]; ``` @Sergey is this the multiplication you were referring to? Or we actually need something else?

@dfelinto, think so but would double-check tomorrow.

@dfelinto, think so but would double-check tomorrow.
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A related issue, which I believe is the exactly same problem.
If you take this Eevee file:

orco.blend

And apply the object scale, the resulting orco (aka generated) texture coordinates are different. I believe the orco attributes passed to the GLSL shader in 2.8 (eevee) is wrong. The shader itself seems to be fine since 0e29a97813.

A related issue, which I believe is the exactly same problem. If you take this Eevee file: [orco.blend](https://archive.blender.org/developer/F725111/orco.blend) And apply the object scale, the resulting orco (aka generated) texture coordinates are different. I believe the orco attributes passed to the GLSL shader in 2.8 (eevee) is wrong. The shader itself seems to be fine since 0e29a97813.

This issue was referenced by 0feeef89f0

This issue was referenced by 0feeef89f06cf48e1ba14db6aeef296140bd04cb
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#52528
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