When you multiply the texture with “texture coordinate” on a complexe & large mesh, the UV is broken.
This is a example :
UV * 1000 on blender for fix the bug. (But BAD UV and it is a problem because it is a tiles of a very large mesh)
UV * 1 on blender = Bad result.
Conclusion : If the TexCoordinate is set to 1, the render is good. If the TexCoordinate is set to 1000, the render is not good.