The render view in the viewport looks like this: enter image description here

But when rendering, the texture mapping looks different. enter image description here

The giant square is fractured into pieces. The pieces are separate meshes which are all unwrapped onto the same UV map. So the faces of all the pieces are scattered across a single UV map. But in the render mode, the UV map is wrapped to each piece separately. Can someone please tell me what's wrong here?

Here are the UV map and the emission texture where the red is applied to the faces that are not facing the camera. enter image description here

  • $\begingroup$ Hello maybe you have several UV maps? You need to check in the Data > UV Maps panel, or please share your file? $\endgroup$
    – moonboots
    Commented Apr 14 at 14:54
  • $\begingroup$ @moonboots There is only one UV map which is wrapped differently in the render. I've attached the UV maps for reference. $\endgroup$
    – demond
    Commented Apr 15 at 15:01
  • $\begingroup$ Could you please share your file? $\endgroup$
    – moonboots
    Commented Apr 15 at 15:07

1 Answer 1


I believe that would be due to non-static UV coordinate mapping, when using mapping along the types of generated/camera/window/reflection the evaluated mapping could change due to it's on the fly nature, could also be due to it not being mapped to a texture coordinate node at all, as from the pictures that have been posted they match in position between the viewport render and render UVs but it looks like that anything within the range of tolerance of the camera is being remapped on the fly to match the whole UV map image


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