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Eevee transforms geometry when using "High Quality Normals"
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Description

System Information
Operating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.19.01

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-21 21:38, hash: rB6f158f834dcf
Worked: 2.93 Final

Caused by rB44d2479dc36f: Refactor: DRW Mesh Extractor: Join the extractors in a same loop

Short description of error
When using Eevee to render a viewport preview of an object containing a material with an (empty) normal map, the geometry gets transformed to its UV layout.
This only happens when the material contains a Normal Map node and "High Quality Normals" are enabled.

Exact steps for others to reproduce the error

  • Open the attached blend file:

  • Switch viewport to "Rendered" or "Material Preview" (both using Eeevee)
  • The cube is transformed to its UV layout
  • Toggle the "High Quality Normals" option under "Performance"
  • See the cube switch from its UV representation to its actual shape
  • Toggle the "High Quality Normals" again
  • The cube changes its shape to a UV cross

Event Timeline

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.Jun 22 2021, 2:35 PM
Philipp Oeser (lichtwerk) triaged this task as High priority.

Caused by rB44d2479dc36f: Refactor: DRW Mesh Extractor: Join the extractors in a same loop, also get this:

BLI_assert failed: source/blender/draw/intern/draw_cache_impl_mesh.c:1251, drw_mesh_batch_cache_check_available(), at '!DRW_vbo_requested(((GPUVertBuf **)&cache->final.vbo)[i])'

CC @Jeroen Bakker (jbakker)