The problem is that Texture Coordinate node Generated output differs from Intel and NVidia/AMD GPU renders.
This is how it looks on Intel iGPU
This is how it looks on NVidia/AMD GPU
Steps to reproduce:
(This scene was rendered in Eevee but I'm not sure if it's related)
- Open default scene
- Go to shading to change the default cube's material
- Add Texture Coordinate and Noise nodes
- Plug Texture Coordinate's Generated into Noise's Vector
- Plug Noise's Fac into BSDF's Base Color
- Go to the default layout
This is where the bug should appear:
- Scale the cube along ONE of the axis (at this moment the texture should be stretched)
- Apply cube's scale (after this the texture should look as expected)
Two last steps recorded on Intel iGPU:
Here's blend file I used for the previews above:
This problem appears in the following versions: 2.83lts, 2.90, 2.91.0 alpha 66078594d130
It happened on NVidia 630M (Ubuntu 20.04), NVidia 1080 (Windows 10), AMD Radeon RX570 (Windows 10).
It looks like that the mapping issue was fixed for Intel in 2.83.6 8610c697773e since in 2.82 375c7dc4caf4 it looks stretched (as for NVidia/AMD in the images above).
Here are system-info files with corresponding GPUs on my laptop (Intel and NVidia 630M):