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I've had this problem multiple times now in Blender 2.93.2. I apply an image for displacement purposes in the node editor, but some faces (they are in an about 90 degree angle to the working ones, it seems) just flip the strength from positive to negative (or the other way around), but when I check the normals, they all face the same direction. Flipping the ones, that display the displacement wrongly, does solve the problem, but is a lot of work. Does anyone know, what causes this and what the solution is?

Thanks a lot in advance!

File: pasteall.org/blend/2573cad75176491780d3e1d12186c59d

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  • $\begingroup$ hello could you please share your file? pasteall.org/blend $\endgroup$
    – moonboots
    Jun 19, 2022 at 14:40
  • $\begingroup$ @moonboots I recreated the problem with a very basic model: pasteall.org/blend/2573cad75176491780d3e1d12186c59d $\endgroup$
    – The word
    Jun 19, 2022 at 14:54
  • $\begingroup$ From what I know you can't use the Displacement input of the Material Output this way, you need to be in Cycles, you need to put a Displacement node, you need to go into Material > Settings > Displacement > Displacement Only, and you need ti subdivide your object. Actually what you probably want to do is to plug your texture into the Height input of a Bump node that you plug into the Normal of your Principled BSDF $\endgroup$
    – moonboots
    Jun 19, 2022 at 15:02
  • $\begingroup$ Also, in bump maps, black is for hollows, white is for bumps, here your photo has white mortar, which makes it look like bump, maybe invert the colors $\endgroup$
    – moonboots
    Jun 19, 2022 at 15:06
  • $\begingroup$ @moonboots With the original file I was in cycles and had the colours inverted (forgot to change that in the shared file) and I've always used the nodes that way and never had a problem until one month ago. Also I want to bake a normal map from the displacement later on, so I can't use the bump node. $\endgroup$
    – The word
    Jun 19, 2022 at 15:10

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