Meshes with Cycles subdivision were being transformed to world space leading to
normals to sometimes be calculated in that space, while they should be in
object space. Also caused dicing to happen at the wrong rate for scaled meshes.
* Could be solved by moving reference counter to Mesh.
*/
if((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) &&
- !object->mesh->has_true_displacement())
+ !object->mesh->has_true_displacement() && object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
{
if(!(motion_blur && object->use_motion)) {
if(!object->mesh->transform_applied) {