Major Discrepancies in UV Maps and Meshes between Solid/LookDev view and Rendered View #60758

Closed
opened 2019-01-22 18:19:55 +01:00 by Jake · 10 comments

System Information
Operating system: Windows 10
Graphics card: GTX 1070

Blender Version
Version: 2.8
Hash: e4dbfe0a98
Branch: blender 2.7

Short description of error
When in LookDev mode, the location of meshes, along with the appearance of UV maps can completely change in rendered mode. This doesn't consistently happen for all meshes, or all UV maps. I have attached picture examples. This is a major bug and makes Blender 2.8 basically unusable for me. blenderbug8.JPG

blenderbug7.JPG

blenderbug5.JPG

blenderbug4.JPG

blenderbug2.JPG

blenderbug6.JPG

blenderbug3.JPG

blenderbug1.JPG

Exact steps for others to reproduce the error
BlenderBug.zip

**System Information** Operating system: Windows 10 Graphics card: GTX 1070 **Blender Version** Version: 2.8 Hash: e4dbfe0a98c1 Branch: blender 2.7 **Short description of error** When in LookDev mode, the location of meshes, along with the appearance of UV maps can completely change in rendered mode. This doesn't consistently happen for all meshes, or all UV maps. I have attached picture examples. This is a major bug and makes Blender 2.8 basically unusable for me. ![blenderbug8.JPG](https://archive.blender.org/developer/F6369415/blenderbug8.JPG) ![blenderbug7.JPG](https://archive.blender.org/developer/F6369414/blenderbug7.JPG) ![blenderbug5.JPG](https://archive.blender.org/developer/F6369413/blenderbug5.JPG) ![blenderbug4.JPG](https://archive.blender.org/developer/F6369412/blenderbug4.JPG) ![blenderbug2.JPG](https://archive.blender.org/developer/F6369411/blenderbug2.JPG) ![blenderbug6.JPG](https://archive.blender.org/developer/F6369410/blenderbug6.JPG) ![blenderbug3.JPG](https://archive.blender.org/developer/F6369409/blenderbug3.JPG) ![blenderbug1.JPG](https://archive.blender.org/developer/F6369408/blenderbug1.JPG) **Exact steps for others to reproduce the error** [BlenderBug.zip](https://archive.blender.org/developer/F6370046/BlenderBug.zip)
Author

Added subscriber: @aredju1cebox

Added subscriber: @aredju1cebox

Added subscriber: @brhumphe

Added subscriber: @brhumphe

The sample file does not include the textures. Could you pack all the textures into the file and re-upload?

The sample file does not include the textures. Could you pack all the textures into the file and re-upload?
Author

In #60758#604440, @brhumphe wrote:
The sample file does not include the textures. Could you pack all the textures into the file and re-upload?

I will repack it. I have to add the file has changed since I posted, but I may have a bit of insight to what is causing the texture issue. When using the boolean modifier with difference to create holes in a mesh (in my case for windows and garage door) is appears that the resulting texture looks fine in LookDev but not in cycles. When modelling the stone wall around the garage door manually I managed to get the texture looking normal in cycles and LookDev. I still don't know what is causing the mesh to change location.

> In #60758#604440, @brhumphe wrote: > The sample file does not include the textures. Could you pack all the textures into the file and re-upload? I will repack it. I have to add the file has changed since I posted, but I may have a bit of insight to what is causing the texture issue. When using the boolean modifier with difference to create holes in a mesh (in my case for windows and garage door) is appears that the resulting texture looks fine in LookDev but not in cycles. When modelling the stone wall around the garage door manually I managed to get the texture looking normal in cycles and LookDev. I still don't know what is causing the mesh to change location.
Author

The blend file has been updated to a zip.

The blend file has been updated to a zip.

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2019-01-22 19:45:32 +01:00

Eevee does not support displacement yet, but Cycles does in 2.8.

To match the results, in the Material properties set Settings > Displacement Method > Bump Only.

We'll probably change the default to that since the discrepancy is confusing, even if it makes a bit more sense if you are using Cycles only.

Eevee does not support displacement yet, but Cycles does in 2.8. To match the results, in the Material properties set Settings > Displacement Method > Bump Only. We'll probably change the default to that since the discrepancy is confusing, even if it makes a bit more sense if you are using Cycles only.
Author

In #60758#604463, @brecht wrote:
Eevee does not support displacement yet, but Cycles does in 2.8.

To match the results, in the Material properties set Settings > Displacement Method > Bump Only.

We'll probably change the default to that since the discrepancy is confusing, even if it makes a bit more sense if you are using Cycles only.

Okay, but what about the fact that certain meshes literally change location when in rendered view? For example, the grass pictures I attached. One is in LookDev, the other is in rendered. For whatever reason the position is different in rendered view. Same with the walls close to the window in one image. This issue I don't believe would have anything to do with displacement?

> In #60758#604463, @brecht wrote: > Eevee does not support displacement yet, but Cycles does in 2.8. > > To match the results, in the Material properties set Settings > Displacement Method > Bump Only. > > We'll probably change the default to that since the discrepancy is confusing, even if it makes a bit more sense if you are using Cycles only. Okay, but what about the fact that certain meshes literally change location when in rendered view? For example, the grass pictures I attached. One is in LookDev, the other is in rendered. For whatever reason the position is different in rendered view. Same with the walls close to the window in one image. This issue I don't believe would have anything to do with displacement?

The "WhiteSiding" material has a Multiply node connected to Displacement. In Cycles this will move the vertices and so the entire object by the specified amount, that's what displacement is for.

That node setup is wrong though and can just be removed. It only makes sense to displace if you connect a texture, not by a constant value. Typically you also should use the Displacement node.
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Cycles#Subdivision_and_Displacement

The "WhiteSiding" material has a Multiply node connected to Displacement. In Cycles this will move the vertices and so the entire object by the specified amount, that's what displacement is for. That node setup is wrong though and can just be removed. It only makes sense to displace if you connect a texture, not by a constant value. Typically you also should use the Displacement node. https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Cycles#Subdivision_and_Displacement
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Reference: blender/blender#60758
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