Major Discrepancies in UV Maps and Meshes between Solid/LookDev view and Rendered View #60758
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Reference: blender/blender#60758
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System Information
Operating system: Windows 10
Graphics card: GTX 1070
Blender Version
Version: 2.8
Hash:
e4dbfe0a98
Branch: blender 2.7
Short description of error
When in LookDev mode, the location of meshes, along with the appearance of UV maps can completely change in rendered mode. This doesn't consistently happen for all meshes, or all UV maps. I have attached picture examples. This is a major bug and makes Blender 2.8 basically unusable for me.
Exact steps for others to reproduce the error
BlenderBug.zip
Added subscriber: @aredju1cebox
Added subscriber: @brhumphe
The sample file does not include the textures. Could you pack all the textures into the file and re-upload?
I will repack it. I have to add the file has changed since I posted, but I may have a bit of insight to what is causing the texture issue. When using the boolean modifier with difference to create holes in a mesh (in my case for windows and garage door) is appears that the resulting texture looks fine in LookDev but not in cycles. When modelling the stone wall around the garage door manually I managed to get the texture looking normal in cycles and LookDev. I still don't know what is causing the mesh to change location.
The blend file has been updated to a zip.
Added subscriber: @brecht
Changed status from 'Open' to: 'Archived'
Eevee does not support displacement yet, but Cycles does in 2.8.
To match the results, in the Material properties set Settings > Displacement Method > Bump Only.
We'll probably change the default to that since the discrepancy is confusing, even if it makes a bit more sense if you are using Cycles only.
Okay, but what about the fact that certain meshes literally change location when in rendered view? For example, the grass pictures I attached. One is in LookDev, the other is in rendered. For whatever reason the position is different in rendered view. Same with the walls close to the window in one image. This issue I don't believe would have anything to do with displacement?
The "WhiteSiding" material has a Multiply node connected to Displacement. In Cycles this will move the vertices and so the entire object by the specified amount, that's what displacement is for.
That node setup is wrong though and can just be removed. It only makes sense to displace if you connect a texture, not by a constant value. Typically you also should use the Displacement node.
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Cycles#Subdivision_and_Displacement