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Noise orientation problem


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I have a classic shader with a noise displacement texture that's oriented correctly like this:


But when I add another noise texture to the refraction roughness parameter (regardless of whether refract is enabled in the classic shader), 


It looks like this: 


As if it's not taking the rest position node added in the SOP level into account. Why is this happening and how can I fix it? Is it a bug?

Here is the scene file: crystalsTests.hipnc


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