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Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.
Confirmed, NormalPublic


System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-05-01 16:15, hash: rBecc7a837982e
Worked: None same in 2.83

Short description of error
Geometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.

Exact steps for others to reproduce the error
1 Goto Shading Workspace
2 Enable Viewport Shading and enable World Background
3 Add Geometry Node.
4 Connect either Position, Normal, True Normal or Incoming to Background Shader.
5 Switch between Eevee and Cycles to see the difference.

On the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.

Event Timeline

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.May 12 2021, 4:43 PM

Can confirm the difference, seems like Cycles is basing this on window coordinates whereas Eevee does this on area coordinates (this is just a quick shot in the dark).

Will confirm for now (but it might very turn out to be intended behavior)