EEVEE Next: Object with vector displacement has twice the offset from world origin #121890
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Reference: blender/blender#121890
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System Information
Operating system: Windows 11 x64
Graphics card: RTX 4090
Blender Version
Broken: Latest EEVEE Next
Worked: Cycles
Short description of error
Using Eevee next, when moving an object with vector displacement material, it will incorrectly add more offset relative to the world origin. This is not the case with cycles.
Exact steps for others to reproduce the error
Sample file: vector_displacement_bug.blend
EEVEE Next: Vector displacement incorrectly adding more offset when the object moved out of world originto EEVEE Next: Object with vector displacement has twice the offset from world origincc @fclem
The problematic function might be
vec3 nodetree_displacement()
. Its source is generated depending on settings and it returns displacement inworld
coordinates.Typical use is as follows:
But even if we provide
(0,0,0)
displacement (e.g. black texture), it gets converted toworld
coordinates and incorporates model position once again. Effectively it means that final vertex is transformed to world coordinates twice: once by its own, and the second time by displacement, which also includes object to world transformation.The fix would be to conditionally apply reverse transformation to the displacement, something like...Edit: actually my initial fix idea was wrong, no need for condition.
If we use Cycles as a reference, the displacement should be applied as vertex "offset" from model origin, not as absolute position.
Thus if
nodetree_displacement
returns absolute world coordinates, it should be "corrected" according to model transformation (drw_modelmat
) to keep only the offset part.