Why does my displacement look inverted in Eevee? I downloaded a BRICK texture pack, which came with a diffuse image and several maps.
(This is all in eevee).
After experimenting a little, I decided to use the diffuse and displacement maps. I applied them onto a cylinder, starting with the diffuse image. It looked ok, sorta like this:

Then I proceeded to apply the displacement map, which gave me this:

I was satisfied with the look, but then I noticed this:

The texture on a certain PART (around 30% of the curved face) of the cylinder seems to have been &quot;inverted&quot; in the image above. All the bricks in this section clearly seem to &quot;go into&quot; the screen, rather than &quot;come out&quot; of it.
Here is my question: What is causing the issue, and how would I go about fixing it?
Also, if it is of any help, I noticed two jarring &quot;lines&quot; enclosing the inverted part of the cylinder (kinda like two boundaries), which, interestingly, had no shadows, meaning they aren't affected by the displacement map. One of the &quot;lines&quot; looked like this, (with the inverted part on the left, and the ok part to the right):

The other line is not in this shot. It's located a little to the side, and looks exactly the same.
P.S.: the file -
This is happening because you are using a Vector Displacement Node. For traditional displacement, connect the texture to the height input of a regular Displacement Node and/or the height input of a Bump Node. You can use either one, or both, however, for EEVEE, I find the Bump Node arrangement on its own to be sufficient 99% of the time.