Incoming Vector in world shader for Eevee is inverted in 3.3 beta #100602

Closed
opened 2022-08-24 02:54:32 +02:00 by takaaki takeda · 7 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59

Blender Version
Broken: version: 3.3.0 Beta, branch: master, commit date: 2022-08-22 16:15, hash: 4fecf652e2
Worked: 3.2

Regression from f4d7ea2cf6

Short description of error

In blender 3.3 beta, Incoming Vector in world shader is inverted in Eevee.
Below images show render preview when incoming vector is connectred to background nodes,
Eevee and Cycles result in different way.
(Default cube is also shown, where emission node is connected to incoming vector)

Incoming_EEVEE.png Incoming_CYCLES.png

It looks that incoming vector is inverted in world shader in Eevee.
I found that in blender 3.2, the render results are the same for eevee and cycles.
(Same to that for cycles in 3.3 beta)

Exact steps for others to reproduce the error

  1. Connect Incoming vector to Background node in world shader.
  2. For comparison, edit material of default cube. Connect Incoming vector to Emission node.
  3. Compare rendering results for Eevee and Cycles.

I uploded .blend file below.

Incoming.blend

(Also, I noticed that Normal and True Normal Vector in world shader in Eevee is also inverted.)

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59 **Blender Version** Broken: version: 3.3.0 Beta, branch: master, commit date: 2022-08-22 16:15, hash: `4fecf652e2` Worked: 3.2 Regression from f4d7ea2cf6 **Short description of error** In blender 3.3 beta, Incoming Vector in world shader is inverted in Eevee. Below images show render preview when incoming vector is connectred to background nodes, Eevee and Cycles result in different way. (Default cube is also shown, where emission node is connected to incoming vector) ![Incoming_EEVEE.png](https://archive.blender.org/developer/F13414501/Incoming_EEVEE.png) ![Incoming_CYCLES.png](https://archive.blender.org/developer/F13414503/Incoming_CYCLES.png) It looks that incoming vector is inverted in world shader in Eevee. I found that in blender 3.2, the render results are the same for eevee and cycles. (Same to that for cycles in 3.3 beta) **Exact steps for others to reproduce the error** 1. Connect Incoming vector to Background node in world shader. 2. For comparison, edit material of default cube. Connect Incoming vector to Emission node. 3. Compare rendering results for Eevee and Cycles. I uploded .blend file below. [Incoming.blend](https://archive.blender.org/developer/F13414505/Incoming.blend) (Also, I noticed that Normal and True Normal Vector in world shader in Eevee is also inverted.)
Author

Added subscriber: @popqjp

Added subscriber: @popqjp

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Added subscriber: @mano-wii

Added subscriber: @mano-wii

This issue was referenced by 60420f6ea4

This issue was referenced by 60420f6ea4c470966fdd7cebd5bdf2d9fb484c06
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Regression from f4d7ea2cf6

Possible fix incoming.

Regression from f4d7ea2cf6 Possible fix incoming.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Philipp Oeser self-assigned this 2022-08-26 09:16:36 +02:00
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Reference: blender/blender#100602
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