Active UV Map affects Render although a specific UV Map is set in Material #113174
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Reference: blender/blender#113174
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System Information
Operating system: Linux-5.4.0-163-generic-x86_64-with-glibc2.31 64 Bits, X11 UI
Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.113.01
Blender Version
Broken: version: 4.0.0 Beta, branch: blender-v4.0-release, commit date: 2023-10-01 16:56, hash:
4d3534401060
Worked: Unknown
Short description of error
For a mesh with multiple UVMaps and a specific one of those set in a material as the normal map vector input, switching between those UVMaps as "Active Render" in the UV Maps Panel still affects the Render but only the rotation!
In the attached blend file I scaled "UVMap2" differently but only the rotation of the normal map is affected.
Also, when switching to Edit Mode, the render in the 3D View behaves as expected again, using the correct rotation.
Unless you switch the Viewport Shading to Rendered with Cycles, then the same behavior appears in Edit Mode, too (you can then even rotate the UV Island and see the rotation of the normal map change).
Exact steps for others to reproduce the error
Or use the attached blend file.
Well, the wrong result here is in the edit mode.
You did not specify the UV in the
Normal Map
node so the tangent is calculated based on the active UV.However this has been reported before. See:
#99518: Eevee: UV map tangent forces first UV layer when in edit mode
Please subscribe in #99518 if you want to see further updates