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Use a model's own UV channel for texture displacement, and keep its colours through a bake (#16394)
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@@ -48,7 +48,8 @@ void TextureDisplacementPreviewJob::process(Ctl &ctl)
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(!m_current_generation ||
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m_current_generation->load() == m_generation);
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},
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color, m_input.volume_to_world);
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color, m_input.volume_to_world, nullptr, nullptr,
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m_input.model_uv.empty() ? nullptr : &m_input.model_uv);
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}
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void TextureDisplacementPreviewJob::finalize(bool canceled, std::exception_ptr &eptr)
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