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Cycles is a physically-based path tracing render engine in Blender, designed to deliver photorealistic results by simulating the behavior of light. Introduced in Blender 2.61, Cycles leverages ray tracing to accurately model reflections, refractions, and global illumination. Use this tag for any posts related to Cycles rendering.
1
vote
Point density and transparent background
If point density is visible in RGB (set the viewer channel to "Color" only) it means that pixels in transparent areas should emit light, despite they don't occlude the background.
That's perfectly fi …
4
votes
Background can be seen through objects, Alpha Over doesn't work?
You just missed to check "transparent" in the render panel, under the film section.
Once you do that, your two renderlayers will have their own alpha channels and you will be able to composite them.
…
2
votes
Accepted
Mist + dof + alpha in cycles
This is a tricky one, because you're going to deal with two separate issues that clash with each other.
As @cegaton suggested, volumetrics could make things easier for you, but if you need to solve i …
3
votes
How does the cycles render-passes (for example: diffuse) works out when using colored light ...
Direct and indirect passes are lighting passes. You literally add them to add light to your pixels. That light can be either white or colored light and it may hold intensity values well above 1, as th …
4
votes
Why does the saturation get stronger in darker areas of a cycles render?
The answer for this issue is "albedo", a very important aspect to keep in mind when creating shaders.
Albedo is the reflectance of a material, which in layman terms means how much of the light receiv …
3
votes
Advantages/disadvantages of various file formats for storing non-color texture data?
The "non-colour data" option means that colour transforms will be skipped and the RGB data will be used without any transforms.
This requires of course that the image is already in the adequate format …
7
votes
Accepted
How to bake alpha in Cycles?
I don't think it's possible to bake alpha directly, but you can try making a new shader mixing a white and a black emit shader together using the alpha of your textures as mask, then bake that into a …
3
votes
How to make the film transparent for other render passes?
Rendered passes should be treated as RGB and added/multiplied together (passes are light emissions from each component, therefor they have to be added together, with a few exceptions that require mult …
6
votes
Post-processing Lightsabers in Blender
There is just one trick for this kind of effects:
Scene-referred workflow. (i.e. using physically plausible values for emissions and forget).
Instead of going through so much contortions, the most ef …
13
votes
Accepted
How to properly render smoke on a transparent background?
It's a viewer issue only. Try compositing over a gray background using the alpha-over node.
If the result is correct, then your file output (without the gray background, of course) will be correct as …
4
votes
Halo/border in masked images
You're in the right track, but the implementation is wrong.
Your screenshot shows that you're combining pairs of plates together, and mix the result with an alpha over node, and that's not correct.
W …
7
votes
Rendering fire animations with transparent background
Blender's viewer is broken for that kind of images, so it's possible that your fire is rendered properly but the viewer isn't showing it correctly when you activated the "transparent" checkbox.
Try to …
5
votes
Cycles alpha mask hole
Those are correlated alphas.
That basically means that you're not putting layer B over Layer A, but putting layer B in a hole poked in Layer A.
The regular alpha over operation, however, will work on …