When creating a translucent surface material that uses the Scene Color node, which (I’ve been told on the forums) gives the rendered scene “behind” the mesh like CG’s GrabPass function, hooking up a TextureCoordinate node to the SceneColor node cause unexpected problem.
If I set up a material with a SceneColor node and no UV inputs:
![simple scene color node] (http://i.imgbox.com/7FTwp7VI.png “simple material”)
I get exactly what I expect to get:
![simple scene color results] (http://i.imgbox.com/9V9N39D0.png)
But, if I hook up a TextureCoordinate node to the UVs input:
![material with uv input] (http://i.imgbox.com/22SxP3MY.png)
I expect the results to be the same, since I have not added a custom UV pin and have not made any changes to the texture coordinates. However, what I get is this:
![results with uv input] (http://i.imgbox.com/VYAQPacv.png)
Am I misunderstanding the way UV inputs work, or is this a bug?