Using Blender 2.91.2

I have a 'simple' two object model of a plastic go-cart wheel - an inner wheel and an outer 'tyre'. I have two different procedural shaders to simulate scuff marks on the wheel. The outer is more scuffed and gouged than the wheel inner.

Within Blender the two objects are correctly aligned, and look right in the Wireframe, Solid and Material preview.

When I Render using the Evee rendered the tyre and wheel stay together and it looks correct. Expected Image from Eevee

When I render using cycles and with either GPU computed or CPU Computed; it breaks completely : Broken Cycles Render

No other settings change between the two renders apart from the choice of renderer.

Have I done something stupid ?

PS. My previous models rendered fine with cycles, so I don't think it is my copy of blender or my GPU.

  • 1
    $\begingroup$ have you connected something to the displacement socket? $\endgroup$ Commented Feb 25, 2021 at 21:09
  • $\begingroup$ maybe related: blender.stackexchange.com/questions/212930/… $\endgroup$ Commented Feb 25, 2021 at 21:11
  • $\begingroup$ @AllenSimpson - feel free to add this as an answer as this was correct - thank you. $\endgroup$ Commented Feb 25, 2021 at 21:34

1 Answer 1


It looks like you enabled the Displacement and Bump setting, but unfortunately forgot to include a Displacement node before the Material Output.

enter image description here

When you connect a color directly it's interpreted as Vector Displacement which largely translates your mesh.

  • $\begingroup$ Learned something new here, thanks :) $\endgroup$ Commented Feb 26, 2021 at 12:57

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