Blender Internal Render Distorted, Looks fine in OpenGL #51639
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Priority::Normal
Status::Archived
Status::Duplicate
Status::Resolved
Type::Bug
Type::Patch
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Reference: archive/blender-file#51639
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System Information
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Short description of error
I am setting up a room in Blender Internal renderer. I am going for a PBR realistically shaded render that I can view in the viewport. However, when I OpenGL render it everything looks fine, but when I do a full render my counter, floor, and I believe several other things look deformed and wrong. I don't mind OpenGL rendering this as it still looks good in the viewport, but I still need to do a full render to get the proper reflections.
Exact steps for others to reproduce the error
Blender Files
Monkey Animation 2.blend1
Monkey Animation 2.blend
Changed status to: 'Open'
Added subscriber: @CadenMitchell-3
Added subscriber: @SergeL
Blender doesn't like combining displacement and normal values in Texture slot. Look at your material "Floor Top". Disable Displacement checkbox (left Normal as it is) for "Tiles Displacement" and you get rid of distortion
Thank you. I didn't realize that that was what was causing it.
Added subscriber: @mont29
Changed status from 'Open' to: 'Archived'
So not a bug, thanks for the report anyway. :)