I figured it out! I'm so proud! I turned on composite in the Output properties under post-processing,
Now when I render the pngs the render says "initializing execution" and the final image is noise free! I look forward to learning about EXRs etc, but I'm just trying to do this one step at a time haha.
Thanks @JachymMicha and @susu!
Append a Scene
Compositor nodes belong to the Scene settings.
You just have to Append a Scene from a blendile containing the compositor setup you want. Go under -> File -> Append, pick the file and look under the Scene folder.
Then go to the scene selector, open the compositor in the appended one and copy past the nodes in yours.
Remember to update ...
Try lowering the threshold value
The Glare node works based on the luminance (or brighness) of the pixels in the image, the threshold value means that pixels that are brighter than that number will be affected by the glow, while values lower than the set number will not.
By lowering it, you are changing the node's level of tolerance. If it's set to a low ...
Here's my contribution. Set up a voronoi texture to give as many divisions as you'd like:
Then create a Color Ramp from your desired blue to white.
Select the white handle and hit the plus button a few times, then set it to constant.
You can move these handles over to the right and then add one more handle that is pure black on the left.
You can plug ...
Edit: I wrote that quickly in late night, so today I added my Result and also fixed some information.
You can do this by making a mask, with which you can map an Emission Shader with a Principled BSDF Shader. Set up your UV system first, you need the image to be projected perfectly on one of the faces, I picked the front one.
Second, find an image texture ...
to get the glowing ore effect you can just use the default cube, press Tab to switch to edit mode and subdivide it a couple of times so you have more faces that you can apply different materials to. Select the faces that you want to be glowing.
In the Material settings click the "+" button and click on new Material followed by "Assign" to ...
Short answer. Re-rendering is your only option.
PNG will not save the mist pass, or any other passes. It will only save color and alpha by default.
If you need to save multiple layers use OpenEXR multilayer.
When you import the rendered image back it will have the corresponding sockets for the layers you saved.
You can't just render the mist pass on its own. Blender always renders the combined pass (even if you check it off on the Data passes for the view layer).
You will need to render again.
Enable mist on the data passes for the view layer
Then use the Mist ouptut of the render layer to save your image.
What you should do in the future:
Avoid PNG and save as ...
I didn't check a Mask option, but seems to me more natural to use an Object as a Mask and Shadow Catcher in once, so shadow follow the shape.
Alpha Over node seems to be working as expected.
Image in my 3Dviewport is an Empty object for a reference it doesn't influence a render. For the same effect (and probably easier) you can use image as ...