Linked Questions

108
votes
2answers
34k views

Render with a wider dynamic range in cycles to produce photorealistic looking images

To get images that seem more photorealistic, not only a much wider Dynamic Range is needed, but also having the color information desaturate towards white as it would happen in an overexposed ...
14
votes
5answers
7k views

Glass render problem

I am trying to render a lightbulb in cycles. I am still very new to this, but I cannot get the material correct and it is bugging me. I have the IOR at 1.5. I also set the film to transparent, but ...
8
votes
3answers
11k views

How do you make an image emission without washing out the image?

I am trying to make a computer monitor. This means I have to have an image texture for the screen. My image texture is currently connected to an Emission BSDF shader. Unfortunately, when the emission ...
10
votes
1answer
6k views

How do you make a lamp light up glossy surfaces?

Working on a candle project to practice: Under the 'world' properties I have turned the strength down to 0 (thus making it pitch black). I then added a lamp to the workspace and adjust its strength ...
8
votes
2answers
2k views

How to make objects “look bright” with a haze of light?

I can make objects that emit light, but they never "look bright." I want my lights to look like this: However, what I make looks like this: This is the node setup: There's no haze of light around ...
3
votes
2answers
5k views

How do I light up a dark scene correctly in Cycles?

How can I light up a dark scene correctly in Cycles, so it looks as in a dark room with only one light (as a lamp, for example)
7
votes
1answer
2k views

Using an Emission shader with textures without affecting the color of the mesh?

I am using an image texture node as input to the emission node's color (basically, the texture controls the color of the emission). Unfortunately, when I turn up the brightness of the emission node, ...
1
vote
1answer
3k views

Increasing Emission without Increasing Brightness [duplicate]

How would I go about increasing the strength/distance of an Emission texture without the texture getting brighter in Blender Cycles? Lets say I take the following ...
3
votes
0answers
3k views

How to get candle flame

Using the fire simulation, I want to create a candle flame. What settings should I use for this? I'm bit confused: the flame goes up or gives extra fire. I'm getting a circular effect at the bottom ...
4
votes
1answer
690 views

How to achieve softer and more realistic lighting from a chandelier? [closed]

I created a crystal chandelier and wanted to use it to light up my scene, but I'm not getting the results I wanted. I want to achieve a more reflective and softer lightning. Now you can see the ...
4
votes
1answer
374 views

How to create a fake fire/flame?

I'm attempting to fake a couple flames on some candles. Since my scene is already pretty intensive, I think that doing a fire simulation would just add more to render times. Trying to use a ...
1
vote
2answers
731 views

Noisy pixelated lightbulb filament emitter

I've been trying to model a vintage light bulb, but the filament seems to produce a lot of noise and result in a pixelated render. I think it has something to do with the glass material, since the ...
4
votes
2answers
567 views

How to make a light emitting material sensitive to external light

Essentially I want to turn a material into a kind of night-light. For this character I'm working on, I wanted the crystals on him to glow in the dark... And I got them to glow using various shader ...
0
votes
2answers
877 views

How do I achieve an image lit by candle light?

I've put together my best candle from following a youtube video. But at the end, they just skip the lighting and show the picture, which means I have no idea what to do next! Here's the final image ...
1
vote
2answers
197 views

Make strength of emmision independent from the surface brightness

How can I make that sphere glow less but still keep the luminance. I've tried to mess around with the options but without results.

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