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You've likely disabled Show Emitter in the particle settings. The checkbox needs to be selected otherwise the particle emitter will not be visible in your render.


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Actually the bump node is working, but the effect is not noticeable due to 2 reasons: 1) your texture gives only 3 values: one value for black, one for blue and one for darker blue, with no transition between one value and another, while the bump illusion is created through some gradients (it's the same reason why a beveled object has more appealing edges ...


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Hit zero and go to the camera view. So—you see your view as you’d like to render it, right? If so, and it’s rendering something else, you MIGHT have an issue with hidden layers. Have you hidden any elements? Hit Alt-H to unhide everything. If this is the problem, do not HIDE these layers as hidden layers are still active render layers. Deactivate them by ...


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You probably need to move the camera to the position that you are looking at; you can move the camera manually like an object or you can press Ctrl + Alt + Numbpad 0 to move the camera to your view position. Hope that helps. Good Luck


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The property use_environment_light was part of the settings for the world when the Blender Internal render engine was used. This render engine has been removed in Blender 2.80 and replaced by Eevee. Like Cycles, Eevee uses the nodes based system for the world settings. Enabling environment lighting isn't necessary, it's always on.


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If you want, as it were, to change the crop of the existing perspective you can see, that's a (true) zoom, rather than a track/dolly of the camera, which is what the scroll-wheel gives you. Select the camera by left-clicking its border in Object Mode, go to its Properties > Data tab, and change its Focal Length setting.


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I'm fairly new to Blender myself, so take what I say with a grain of salt, but in general, there's two ways to deal with this, depending on what you need the file for. The easiest way is to just go object mode > select the object (for all objects, just press "A") > right click > shade smooth. That only makes it look more smooth though, it doesn't actually ...


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You are using a Multires modifier, it fakes a higher resolution mesh, and if you sculpt it won't affect the mesh itself. If you need to change the mesh for real, disable Multires and activate Dyntopo. If you want to keep a low-resolution mesh and just want to bake the normals of the sculpt you've made, you can keep the Multires, and at the end bake on the ...


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Found Ctrl + A on pose resets the position.


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Your scale is very large. This means that lights need a lot more power in order to light the objects. For example a 100W light bulb will light a stadium, you need lots of light. So to fix this, either scale your model to life size, or increase the values to something scary. Also looking at your backdround color you can increase the environmental lighting ...


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In the top right there are the 4 circles, the first is for wireframe view, solid view, lookdev view and last (the one you need) render view. Clicking this should display the material


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Also a noob here. A solution I found is to go to edit mode, select all the vertices around the edge of the hole, click on the button that says 'Face' in the top left, then select the fill option. Only just found it and haven't tested it too much.


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@FFeller's comment was completely right! Somehow, a key frame was created on that first color. After deleting it (right mouse button click on the color), the original color is used and it doesn't turn black on rendering.


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I had the need to do something similar recently, and here is a very brief solution that I attempted, hopefully it can be helpful: Create a script at the same location with your target .blend file named something like script.py: import bpy # Use bpy.context.scene.objects.keys() to get the name of objects with open('output.txt', 'w+') as the_file: ...


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I'm not sure about that specific card but it should work even if it is legacy (cycles GPU compute may not work Eevee will still work). I have a Quadro 2000 and blender works fine on mine (for most work loads). After looking at comparisons between the 2 the Quadro FX 5600 is better than mine therefore it should work with blender. Graphics support


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Confused--are you talking about: 1) the helmets? 2) the graininess of the scene in the viewport? 3) the fact that thr controller-guy in the background has no legs? If 1): Preview mode is never as robust a's an actual render but I can tell by looking at it that the material assigned to the helmets is either not a realistic glass material or you need to give ...


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In this setup, you will need to add keyframes for the kinematic property. The kinematic property should be enabled during the beginning so that the object movement is controlled by the animation. Right before the two objects collide, the kinematic property should be disabled so that the rigid body simulator takes control over the object movement. Here is an ...


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You have to wait for the preview to render more samples. As you can see in the information printed at the top it's at path tracing sample 1 out of 32.


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Below you find the updated remote_debugger.py which runs in Blender 2.80. Install the add-on Set the paths to the pydevd.py and pydevd-pycharm.egg (don't forget to save the preferences) Configure and start the remote debug server in PyCharm Search for the Connect to remote PyCharm debugger in the operator search using F3 or Edit > Operator Search This ...


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I was testing fluid simulation here and had the same issue. The solution was to turn off "Show Backface" in the Material settings tab, under "Settings" like in the screenshot below. Then the lines don't show up anymore.


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Add a circle in Edit mode Press F select 2 faces and delete the rest Add Empty -> Add Array Modifier https://imgur.com/a/M3T97xw


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Start with a single edge from the center to the side. Add a screw modifier with a positive screw value. Fill F the created n-gon (1) and add a triangle (2), connecting the first point and the last segment. Select the border edge loop ⎇ Alt RMB and extrude it downwards E > Z LMB. Scale the extruded edgeloop to 0 along the Z-axis. SZ0 I added an edge ...


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