Dot output from normal node does work differently in material and rendered viewport shading mode #40795
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Reference: blender/blender#40795
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System Information
Windows 8.1 with Geforxe GTX 560
Blender Version
Broken: 2.71 RC2
Short description of error
As seen in attached blend file the normal direction seems to be flipped between cycles rendering and material shading mode when using the dot product output from the normal node. Normal output seems to work just fie.
Exact steps for others to reproduce the error
Load the attached blend file and just switch viewport shading from "Rendered" to "Material". The red and blue color in the example will be flipped in each mode.
normal.blend
Changed status to: 'Open'
Added subscriber: @GeorgPiorczynski
Using a Vector Math node with dot product works as expected
Added subscriber: @ThomasDinges
This is famous normals points inside vs. outside issue. For the compatibility seems we'll need to add some tricks to GLSL shader to make it assume normals points outside for new shading system.
This issue was referenced by
7dbedf6d4a
Changed status from 'Open' to: 'Resolved'
Closed by commit
7dbedf6d4a
.