Increase the domain's Division value (this will change how the smoke simulates, interacts and looks and will increase simulation time)
Turn on Smoke High Resolution (this will introduce noise into the simulation to add detail, more info in manual).
Check if the domain material has Cubic set for it's voxel interpolation (should be by default):
For best quality with the Defocus node, uncheck the "Preview" radio button.This will calculate slower, but give much better results.
Also, if you use the Depth buffer, the Defocus node can automatically use the Focus Distance of the active camera in the selected scene to calculate the blur.
See Blender's manual.
You have shaded smooth your object but the topology is bad (ngons and stretched triangles), therefore these artefacts. But it depends on what you want to do at the end, if you don't care about having a perfect topology and you want a quick fix in order to have a correct appearance, use the Auto Smooth option in the Properties panel > Object Data > ...
In blender 2.9, a Shadow terminator offset parameter has been added under Object Properties \ Shading. It is set to 0 by default, increasing its value fixes the problem.
Thanks to this, it is not necessary anymore to increase poly count by adding subdivisions.
Demo and explanations in this video.
The imperfections are inherited from the curve used in the curve modifier. Select it, go to edit mode, select all and then search(f3) for Set Spline Type operator and set to NURBS:
You will also be able to control the resolution of it in the curve properties tab, but default 12 should be fine.
Or you could also solve the problem by moving the subdivision ...
This is called the Terminator Effect. Cycles is not the only engine that has this problem. The solution is often to apply the subdivision surface modifier (if your object has one). Also HDRis can lead to this problem or using bump/ normals.
For instance: Pro-Lighting sky gives you this problem. The solution to the problem is to give your object more ...
Just checked with my file and I can verify, it looks like the denoiser is the problem just check it off. Its weird.
Its hard to tell with the 2nd picture but there is definitely some weird artifacts. (click image to view them better)
Its real bad with princpled shader
The index passes in Cycles are only rendered with only 1 sample, unfortunately, so they are not antialiased.
Your setup looks to me as if it should work with a simple Alpha Over too. Replace your Mix node with AlphaOver and just don't use the index pass.
However, for that to really work correctly in every case you have to make sure that the object you want ...
You may consider retopologizing it a bit (changing the edges flow). Here's my proposal:
This kind of geometry doesn't create the shading artifacts plus allows you to properly crease the subsufed mesh with edge loops.
I've been experiencing this as well; when it happens to me, it's occurring in geometry where there's a degenerate or zero-area face (e.g. take a polygon and scale it to 0 in two dimensions, so it's just a couple of lines occupying the same space), and the material applied to it has a normal map. If Depth of Field is turned off, it shows up as pure white ...
The problem is numerical error. 8 bits can't resolve the direction in a surface so sensitive to minute changes in angle.
Set up a new 32-bit image.. you can do this in the Image Texture node itself
Set its color-space to Non-Color
Bake as before.
If you want to save the image out, 16-bit PNG will probably do.
Denoisers use an algorithm to predict and remove noise (the fireflies). However, when your image gets too noisy, the algorithm will be unable to predict what is supposed to be where (remember it's looking at the pixels and running some sort of math to try and guess what you don't want in the scene, and how to use the surrounding pixels to fix it).
In this ...
I looked over the file and found that over huge parts of the object there are faces overlapping other faces:
Some connected some not. While using a remesh modifier with a low enough voxel (roughly 0.08) size results in the geometry to be clean again:
The resulting mesh will have a throughout higher density and i do not know if you want to retopologize your ...
I got it to look "right" without much work by triangulating those trouble faces, smooth-shading the object, and setting up auto-smooth.
Here is what the topology and render look like (click on it to view it full size in your browser...it's plenty high res):
And here is the blend:
This is the proper reflection of a curved surface. the peaks of the wave pattern are actually just the corners of the plane.
you could reduce the effects by changing the camera angle or the size of the plane. maybe it helps adding walls and making the plane more of a rectangle than a perfect square.
And the reflections aren't wrong in your second image. ...
I added a text, converted it to a mesh and extruded it 1 upwards. To get artifacts, I used a wave modifier. Yay, artifacts:
The artifact are because of the terrible topology Blender creates of the font. Usually, if the topology is too horrible for manual fixing, add a Remesh modifier and hope the best:
The Remesh modifier needs to be before the artifact-...
Your End Clip value (in the middle right of your screenshot) is extremely high.
Computers have trouble calculating wide ranges of floating point (decimal) numbers with extreme precision and often end up with slightly inaccurate results. If you narrow down the range it has to calculate (by decreasing the End Clip), those artifacts will disappear.
If you would like to avoid Z-fighting you'll need to give your object at lest a small amount of difference in the location for every axis.
I would suggest to slightly increase the Velocity towards the Normal direction (e.g from 0 to 0.01) in order to not alter the overall look of the scene substantially, but at the same time, as each particle raise at ...
Unity does Backface culling by default whereas Blender only does it on request. The issue is that the normals are flipped. If you want to turn on Backface culling in Blender it is in the Properties panel.
Here I have removed a face from the default cube.
and now with Backface culling enabled.
You can see through the faces that are facing outwards. To fix ...
The Modulo node, when used with vector input repeats the output values at regular intervals, in this case $1$ unit.
You are using Generated texture coordinates as input which uses the objects size for coordinates, meaning it that maximum X,Y or Z are always considered at coordinate $1$ regardless off absolute dimensions.
Since in this case geometry is a ...
Having a proper topology depending on the kind of work you are doing solves this problem
as here blender doesn't have enough info to shade the front face correctly
you can check the CGCookie guide for clean topology here
The artefacts occur because you have a beveled edge adjacent to an unbeveled one. You are not creating topology at the bottom of your mesh so you have an area where faces with different number of vertices meet. You could give all effected edges a tiny bit of bevel, instead of none, that would mask the problem. Otherwise it's going to take manual refinement.
This is just a half-answer.
As I looked closely into the difference of your meshes ...
Some of the wrinkle in your sculpting is more in the diagonal direction of the edge than the tutorial.
Your brush seem to adjust only in Normal direction of the mesh, but tutorial brush seems to also pull nearby vertices close together to keep up with the deep ...
There is a vertex mishmash. Press M to Merge by Distance with value like 0,001
I did some more manual cleaning (Merge by Last to merge some others vertices that were close to each other) and Slide by Edge GG to straight back some edges of cylinder part.
To keep straight cut in some axis I would suggest to use Mirror modifier and as final touch apply ...
You should observe what effect Subdivision Surface modifier has on different geometry. In this case the topology you modelled is just not good for it. If you have concave faces in your model the result of Subdivision Surface modifier will often be undesired:
This problem can only be fixed by modelling correct geometry for the modifier. You can have the ...
To fix your normals I had to follow several steps.
Before beginning, I recommend that you unlink your world node and then create a new one for your scene, as doing this will quickly retrieve the default world settings without destroying your existing ones (be sure to first mark your present world node as protected by giving it a fake user, with the shield ...
The main problem is anti-aliasing the alpha borders of the leaves. You should enable Full Sample in the Render options for best quality. This will render correctly:
Other problem for best quality might be the transparent texture itself. There is no color bleed over the transparent edge. There is black background over the transparent pixels.
On the leafs ...
its because Graphic cards Render the depth to a 16 - 32 Bit Depth Buffer where the start Clipping is 0 and the end Clipping is the max Value. But that Depth Buffers are only 32 Bit and 1e-40 is equal to 2e-40 there because its rounded.
And when that happens the Graphics card can't figure out whats in the front and whats behind. You can also see this if you ...