Regression: Eevee: Camera Shift Y breaks alignment in viewport #25

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opened 2026-04-12 17:05:34 +00:00 by Triager-bot · 7 comments
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Original bug report: https://projects.blender.org/blender/blender/issues/157176

System Information
Operating system: Linux-6.18.21-gentoo-dist-x86_64-AMD_Ryzen_9_9950X3D_16-Core_Processor-with-glibc2.42 64 Bits, WAYLAND UI
Graphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 595.58.03 Opengl Backend

Blender Version
Broken: version: 5.2.0 Alpha, branch: main, commit date: 2026-04-09 23:02, hash: 0d39ccbc297d
Worked: (newest version of Blender that worked as expected)

Short description of error
image.png

Exact steps for others to reproduce the error

  • camera view
  • material preview or eevee render
  • adjust shift Y of the active camera
Original bug report: https://projects.blender.org/blender/blender/issues/157176 **System Information** Operating system: Linux-6.18.21-gentoo-dist-x86_64-AMD_Ryzen_9_9950X3D_16-Core_Processor-with-glibc2.42 64 Bits, WAYLAND UI Graphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 595.58.03 Opengl Backend **Blender Version** Broken: version: 5.2.0 Alpha, branch: main, commit date: 2026-04-09 23:02, hash: `0d39ccbc297d` Worked: (newest version of Blender that worked as expected) **Short description of error** <img width="1370" alt="image.png" src="attachments/0c0e37d3-a03c-4c16-b320-2ced9e9bce4a"> **Exact steps for others to reproduce the error** - camera view - material preview or eevee render - adjust shift Y of the active camera
Triager-bot added the
Status
Needs review
label 2026-04-12 17:05:34 +00:00
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Report is clear

LLM Reasoning

Got it, let's see. The bug report has a title, system info (but we ignore that), Blender version, short description with an image, and steps to reproduce. The question is if it clearly describes the issue. The steps are there: camera view, material preview or eevee render, adjust shift Y of active camera. The short description includes an image which probably shows the alignment issue. So does it clearly describe? Let's check. The title says "Camera Shift Y breaks alignment in viewport". The steps tell how to reproduce. Even with the image, the text part (title and steps) seems clear enough. Wait, but maybe the image is necessary, but the question is about the clarity of the text description and steps. So yes? Or no? Wait, the user said to judge based on clarity of text description and steps. The text description has a title and short description with an image (but we ignore images? Wait, no: "the clarity of the text description of the bug report and the steps to reproduce if they are present". So the text part: title is clear, steps are there. So yes? Or maybe not? Wait, the short description has an image, but the text around it—maybe the image is needed, but the question is about the text. Let me recheck. The bug report's body has a short description with an image, and steps. The title is clear. So does it clearly describe? I think yes. Wait, but maybe the steps are too vague? Like "camera view" – what camera view? But maybe in Blender context, that's understood. Hmm. Alternatively, maybe not. But the user says to ignore minor grammatical errors. Let me see: the steps are "camera view", "material preview or eevee render", "adjust shift Y of the active camera". So those are steps. The title is clear. So I think yes. Wait, but maybe the image is crucial, but the question is about text description. So if the text (title and steps) clearly describe, then yes. So answer is Yes? Or No? Wait, let's think again. The bug report's text part: title says what happens (Camera Shift Y breaks alignment in viewport). Steps to reproduce: camera view, material preview/eevee render, adjust shift Y of active camera. That seems clear enough. So yes.

JSON Data

{
"llm_judgement": true,
"processing_time": 24.688279
}

<!-- ID: CLARITY_CHECK --> ### Report is clear <details> <summary>LLM Reasoning</summary> Got it, let's see. The bug report has a title, system info (but we ignore that), Blender version, short description with an image, and steps to reproduce. The question is if it clearly describes the issue. The steps are there: camera view, material preview or eevee render, adjust shift Y of active camera. The short description includes an image which probably shows the alignment issue. So does it clearly describe? Let's check. The title says "Camera Shift Y breaks alignment in viewport". The steps tell how to reproduce. Even with the image, the text part (title and steps) seems clear enough. Wait, but maybe the image is necessary, but the question is about the clarity of the text description and steps. So yes? Or no? Wait, the user said to judge based on clarity of text description and steps. The text description has a title and short description with an image (but we ignore images? Wait, no: "the clarity of the text description of the bug report and the steps to reproduce if they are present". So the text part: title is clear, steps are there. So yes? Or maybe not? Wait, the short description has an image, but the text around it—maybe the image is needed, but the question is about the text. Let me recheck. The bug report's body has a short description with an image, and steps. The title is clear. So does it clearly describe? I think yes. Wait, but maybe the steps are too vague? Like "camera view" – what camera view? But maybe in Blender context, that's understood. Hmm. Alternatively, maybe not. But the user says to ignore minor grammatical errors. Let me see: the steps are "camera view", "material preview or eevee render", "adjust shift Y of the active camera". So those are steps. The title is clear. So I think yes. Wait, but maybe the image is crucial, but the question is about text description. So if the text (title and steps) clearly describe, then yes. So answer is Yes? Or No? Wait, let's think again. The bug report's text part: title says what happens (Camera Shift Y breaks alignment in viewport). Steps to reproduce: camera view, material preview/eevee render, adjust shift Y of active camera. That seems clear enough. So yes. </details> <details> <summary>JSON Data</summary> { "llm_judgement": true, "processing_time": 24.688279 } </details>
Author
Owner

Report is specific

LLM Reasoning

Got it, let's analyze this bug report. The title is "Regression: Eevee: Camera Shift Y breaks alignment in viewport". The body mentions specific steps: camera view, material preview/eevee render, adjust shift Y of the active camera. Also, there's a mention of a regression (broken vs worked), which points to a specific issue with a particular feature (Camera Shift Y) in Eevee. So this is about a specific issue because it's tied to a specific feature and steps to reproduce. Therefore, the answer should be 'Specific'.

JSON Data

{
"llm_judgement": true,
"processing_time": 7.971546999999999
}

<!-- ID: SPECIFIC_REPORT --> ### Report is specific <details> <summary>LLM Reasoning</summary> Got it, let's analyze this bug report. The title is "Regression: Eevee: Camera Shift Y breaks alignment in viewport". The body mentions specific steps: camera view, material preview/eevee render, adjust shift Y of the active camera. Also, there's a mention of a regression (broken vs worked), which points to a specific issue with a particular feature (Camera Shift Y) in Eevee. So this is about a specific issue because it's tied to a specific feature and steps to reproduce. Therefore, the answer should be 'Specific'. </details> <details> <summary>JSON Data</summary> { "llm_judgement": true, "processing_time": 7.971546999999999 } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

Camera bug

https://projects.blender.org/blender/blender/issues/152262

System Information
Operating system: Windows-10-10.0.26200-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 5060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 581.31 Opengl Backend

Blender Version
Broken: version: 5.0.1, branch: blender-v5.0-release, commit date: 2025-12-15 16:36, hash: a3db93c5b259
Worked: (newest version of Blender that worked as expected)

Short description of error
The camera moves inside the modeled object, and when I align the camera view with my current view, the floor moves instead of the camera.

Exact steps for others to reproduce the error
Open the file, press Numpad 0 to enter the camera view.
The second issue is: aligning the camera to the active view.

LLM Reasoning

Got it, let's analyze these two bug reports. First, look at the description and steps.

Bug report 1 is about Eevee: Camera Shift Y breaking alignment in viewport. The steps are camera view, material preview/eevee render, adjust shift Y of active camera.

Bug report 2 is about a camera moving inside the object and when aligning to active view, floor moves instead of camera. Steps: open file, Numpad 0 (camera view), then align camera to active view.

The key here is whether the issues are the same. Bug 1 is specifically about Shift Y in Eevee/viewport alignment, while Bug 2 is about camera moving inside object and alignment issue where floor moves instead of camera. The steps and descriptions don't match. So they're not duplicates.

JSON Data

{
"llm_judgement": false,
"processing_time": 12.067949,
"duplicate_report_number": "152262"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Camera bug</summary> https://projects.blender.org/blender/blender/issues/152262 **System Information** Operating system: Windows-10-10.0.26200-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 5060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 581.31 Opengl Backend **Blender Version** Broken: version: 5.0.1, branch: blender-v5.0-release, commit date: 2025-12-15 16:36, hash: `a3db93c5b259` Worked: (newest version of Blender that worked as expected) **Short description of error** The camera moves inside the modeled object, and when I align the camera view with my current view, the floor moves instead of the camera. **Exact steps for others to reproduce the error** Open the file, press Numpad 0 to enter the camera view. The second issue is: aligning the camera to the active view. </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze these two bug reports. First, look at the description and steps. Bug report 1 is about Eevee: Camera Shift Y breaking alignment in viewport. The steps are camera view, material preview/eevee render, adjust shift Y of active camera. Bug report 2 is about a camera moving inside the object and when aligning to active view, floor moves instead of camera. Steps: open file, Numpad 0 (camera view), then align camera to active view. The key here is whether the issues are the same. Bug 1 is specifically about Shift Y in Eevee/viewport alignment, while Bug 2 is about camera moving inside object and alignment issue where floor moves instead of camera. The steps and descriptions don't match. So they're not duplicates. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 12.067949, "duplicate_report_number": "152262" } </details>
Triager-bot added
Status
Bad Judgement
and removed
Status
Needs review
labels 2026-04-12 17:06:32 +00:00
Author
Owner

Report flagged as NOT a duplicate by LLM

Camera view is "displaced"

https://projects.blender.org/blender/blender/issues/6261

Resolution: New
Category: Opengl / Gfx

%%%Sorry, no idea how I did that... I think it had to do with SHIFT-NUMPAD0... See attached file.%%%

LLM Reasoning

Got it, let's analyze the two bug reports. First, look at the description and steps for each.

Bug report 1: The issue is about Eevee camera shift Y breaking alignment in viewport. Steps are camera view, material preview/eevee render, adjust shift Y of active camera.

Bug report 2: Title is "Camera view is 'displaced'", but the description is vague—mentions SHIFT-NUMPAD0 and an attached file (but we don't have that). The steps aren't clear. The first report has specific steps about shift Y in Eevee, while the second is more ambiguous with a different trigger (SHIFT-NUMPAD0) and no clear steps matching the first.

Since the descriptions and steps don't align—first is about shift Y in Eevee viewport alignment, second is about displaced view possibly from SHIFT-NUMPAD0—they aren't the same. So answer is No.

JSON Data

{
"llm_judgement": false,
"processing_time": 11.40068,
"duplicate_report_number": "6261"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Camera view is "displaced"</summary> https://projects.blender.org/blender/blender/issues/6261 **Resolution**: New **Category**: Opengl / Gfx %%%Sorry, no idea how I did that... I think it had to do with SHIFT-NUMPAD0... See attached file.%%% </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze the two bug reports. First, look at the description and steps for each. Bug report 1: The issue is about Eevee camera shift Y breaking alignment in viewport. Steps are camera view, material preview/eevee render, adjust shift Y of active camera. Bug report 2: Title is "Camera view is 'displaced'", but the description is vague—mentions SHIFT-NUMPAD0 and an attached file (but we don't have that). The steps aren't clear. The first report has specific steps about shift Y in Eevee, while the second is more ambiguous with a different trigger (SHIFT-NUMPAD0) and no clear steps matching the first. Since the descriptions and steps don't align—first is about shift Y in Eevee viewport alignment, second is about displaced view possibly from SHIFT-NUMPAD0—they aren't the same. So answer is No. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 11.40068, "duplicate_report_number": "6261" } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

Align Camera to View Bug

https://projects.blender.org/blender/blender/issues/115107

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: Quadro T2000/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 529.08

Blender Version
Broken: version: 4.0.1, branch: blender-v4.0-release, commit date: 2023-11-16 16:40, hash: d0dd92834a08
Worked: (newest version of Blender that worked as expected)

Short description of error
Align camera to view moves objects, and moves the camera to the wrong position in this sample file. Tested the nightly (blender-4.0.2-candidate+v40.535bdc26cad3-windows.amd64-release) and the problem still exists.

Exact steps for others to reproduce the error
Go to the 3D View in the lower right and hit ctrl + alt + numpad 0, and observe that the sphere moves, and that the camera/view moves to the wrong location.

LLM Reasoning

Got it, let's analyze these two bug reports. First, look at the "Description of issue" and "Steps to reproduce".

Bug report 1 is about Eevee: Camera Shift Y breaking alignment in viewport. The steps involve camera view, material preview/eevee render, adjusting shift Y of the active camera.

Bug report 2 is about Align Camera to View moving objects and wrong position. Steps are using Ctrl+Alt+Numpad 0 (Align Camera to View) which moves the sphere and camera incorrectly.

The issues seem different: one is about camera shift Y in Eevee, the other is about aligning camera to view causing movement issues. The steps and descriptions don't match. So they're not the same issue.

JSON Data

{
"llm_judgement": false,
"processing_time": 11.675885999999998,
"duplicate_report_number": "115107"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Align Camera to View Bug</summary> https://projects.blender.org/blender/blender/issues/115107 **System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: Quadro T2000/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 529.08 **Blender Version** Broken: version: 4.0.1, branch: blender-v4.0-release, commit date: 2023-11-16 16:40, hash: `d0dd92834a08` Worked: (newest version of Blender that worked as expected) **Short description of error** Align camera to view moves objects, and moves the camera to the wrong position in this sample file. Tested the nightly (blender-4.0.2-candidate+v40.535bdc26cad3-windows.amd64-release) and the problem still exists. **Exact steps for others to reproduce the error** Go to the 3D View in the lower right and hit ctrl + alt + numpad 0, and observe that the sphere moves, and that the camera/view moves to the wrong location. </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze these two bug reports. First, look at the "Description of issue" and "Steps to reproduce". Bug report 1 is about Eevee: Camera Shift Y breaking alignment in viewport. The steps involve camera view, material preview/eevee render, adjusting shift Y of the active camera. Bug report 2 is about Align Camera to View moving objects and wrong position. Steps are using Ctrl+Alt+Numpad 0 (Align Camera to View) which moves the sphere and camera incorrectly. The issues seem different: one is about camera shift Y in Eevee, the other is about aligning camera to view causing movement issues. The steps and descriptions don't match. So they're not the same issue. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 11.675885999999998, "duplicate_report_number": "115107" } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

Camera Y Rotation

https://projects.blender.org/blender/blender/issues/124862

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 391.35

Blender Version
Broken: version: 4.2.0, branch: blender-v4.2-release, commit date: 2024-07-16 06:20, hash: a51f293548ad
Worked: (newest version of Blender that worked as expected)

Short description of error
Today i found bug or its not bug but everytime i create camera it's Y rotation is "-0.000003" i don't know if its code error or my computer make this.

LLM Reasoning

Got it, let's analyze the two bug reports. First, look at the description and steps to reproduce.

Bug report 1: The issue is about "Camera Shift Y breaks alignment in viewport" when adjusting shift Y of the active camera. Steps involve camera view, material preview/eevee render, then adjust shift Y.

Bug report 2: The issue is about Camera Y Rotation being "-0.000003" when creating a camera. Steps here are just creating a camera and noticing the rotation value.

The key parts: Report 1 is about Shift Y (a translation parameter) causing alignment issues in viewport/render, while Report 2 is about Y Rotation (a rotational parameter) having a small non-zero value on creation. These are different parameters (shift vs rotation) and different symptoms (alignment break vs initial rotation value). So they're not the same issue.

JSON Data

{
"llm_judgement": false,
"processing_time": 12.185706,
"duplicate_report_number": "124862"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Camera Y Rotation</summary> https://projects.blender.org/blender/blender/issues/124862 **System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 391.35 **Blender Version** Broken: version: 4.2.0, branch: blender-v4.2-release, commit date: 2024-07-16 06:20, hash: `a51f293548ad` Worked: (newest version of Blender that worked as expected) **Short description of error** Today i found bug or its not bug but everytime i create camera it's Y rotation is "-0.000003" i don't know if its code error or my computer make this. </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze the two bug reports. First, look at the description and steps to reproduce. Bug report 1: The issue is about "Camera Shift Y breaks alignment in viewport" when adjusting shift Y of the active camera. Steps involve camera view, material preview/eevee render, then adjust shift Y. Bug report 2: The issue is about Camera Y Rotation being "-0.000003" when creating a camera. Steps here are just creating a camera and noticing the rotation value. The key parts: Report 1 is about Shift Y (a translation parameter) causing alignment issues in viewport/render, while Report 2 is about Y Rotation (a rotational parameter) having a small non-zero value on creation. These are different parameters (shift vs rotation) and different symptoms (alignment break vs initial rotation value). So they're not the same issue. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 12.185706, "duplicate_report_number": "124862" } </details>
Author
Owner

Report flagged as NOT a duplicate by LLM

Walk navigation causes EEVEE camera view to render incorrectly

https://projects.blender.org/blender/blender/issues/153033

System Information
Operating system: Windows-10-10.0.26100-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090 NVIDIA Corporation NVIDIA 591.74 Vulkan Backend

Blender Version
Broken: version: 5.1.0 Alpha, branch: main, commit date: 2026-01-19 13:57, hash: 305860f4e4d4
Worked: 5.0.1

Short description of error
When entering walk navigation mode, while in camera view with the EEVEE render engine, the EEVEE viewport will render incorrectly (be squished).

Issue was originally reported by @Fruity-1 in #151586

Exact steps for others to reproduce the error

  • In the 3D viewport, switch to EEVEE rendered viewport mode and camera view
  • Enter walk navigation mode with Shift + ~ or View -> Navigation -> Walk Navigation
  • Notice that the EEVEE rendered view suddenly changes, like the image has been squished.
LLM Reasoning

Got it, let's analyze these two bug reports. First, look at the description and steps to reproduce.

Bug Report 1: The issue is about Camera Shift Y breaking alignment in viewport when using Eevee. Steps involve camera view, material preview/eevee render, adjusting shift Y of active camera.

Bug Report 2: The issue is walk navigation causing EEVEE camera view to render incorrectly (squished). Steps are switching to EEVEE rendered viewport and camera view, entering walk navigation mode, noticing the squished view.

The core issues seem different. One is about Camera Shift Y adjustment affecting alignment, the other is walk navigation causing a squished render in EEVEE. The steps to reproduce are distinct: one involves adjusting shift Y, the other involves walk navigation. So they're not the same issue. Therefore, the answer is No.

JSON Data

{
"llm_judgement": false,
"processing_time": 12.562179,
"duplicate_report_number": "153033"
}

<!-- ID: CHECK_DUPLICATE --> ### Report flagged as NOT a duplicate by LLM <details> <summary>Walk navigation causes EEVEE camera view to render incorrectly</summary> https://projects.blender.org/blender/blender/issues/153033 **System Information** Operating system: Windows-10-10.0.26100-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 4090 NVIDIA Corporation NVIDIA 591.74 Vulkan Backend **Blender Version** Broken: version: 5.1.0 Alpha, branch: main, commit date: 2026-01-19 13:57, hash: `305860f4e4d4` Worked: 5.0.1 **Short description of error** When entering walk navigation mode, while in camera view with the EEVEE render engine, the EEVEE viewport will render incorrectly (be squished). Issue was originally reported by @Fruity-1 in #151586 **Exact steps for others to reproduce the error** - In the 3D viewport, switch to EEVEE rendered viewport mode and camera view - Enter walk navigation mode with `Shift + ~` or `View -> Navigation -> Walk Navigation` - Notice that the EEVEE rendered view suddenly changes, like the image has been squished. </details> <details> <summary>LLM Reasoning</summary> Got it, let's analyze these two bug reports. First, look at the description and steps to reproduce. Bug Report 1: The issue is about Camera Shift Y breaking alignment in viewport when using Eevee. Steps involve camera view, material preview/eevee render, adjusting shift Y of active camera. Bug Report 2: The issue is walk navigation causing EEVEE camera view to render incorrectly (squished). Steps are switching to EEVEE rendered viewport and camera view, entering walk navigation mode, noticing the squished view. The core issues seem different. One is about Camera Shift Y adjustment affecting alignment, the other is walk navigation causing a squished render in EEVEE. The steps to reproduce are distinct: one involves adjusting shift Y, the other involves walk navigation. So they're not the same issue. Therefore, the answer is No. </details> <details> <summary>JSON Data</summary> { "llm_judgement": false, "processing_time": 12.562179, "duplicate_report_number": "153033" } </details>
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Reference: Triager-bot/blender-bug-reports#25