Debian testing, Nvidia GTX 780
Broken: 2.78 RC2
Short description of error
Adaptive subdiv tears mesh apart along uv seams even if adaptive is unchecked.
There are four phases:
- Adaptive enabled and displacement set to both -> huge tearing
- Adaptive enabled and displacement set to both -> huge tearing (differs a bit)
- Adaptive disabled and displacement set to both -> thin tearing and small holes in some uv corners
- Adaptive disabled and displacement set to true -> no tearing and bigger holes in some uv corners
Exact steps for others to reproduce the error
Open the file and hit render in four different conditions.
I think the problem is in the difference in UV smoothing while baking the map and while rendering.
When you bake a displacement map, you are using the only available method for UV smoothing - vertex with valence of 2 is considered a corner and not being smoothed, while all the other valences ARE being smoothed. And I consider it the rightest way to smooth UV, by the way.
On the other hand, when we render, we use one of the OpenSubdiv's method for UV smoothing and it's hidden under the hood. You guys tell me which method it is.
For example, Renderman, Maya, Mudbox, etc have the option to choose the UV subdivision method, which leads to a ton of problems (on our studio, for example), by the way, when you need to synchronize the smoothing method while sculpting and while rendering. But it would be very nice to have this kind of option to choose in Blender.
I hope i'm not mistaken.