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The strategy in this example is to generate the displaced position Q of the shading point P (in an originally planar Object space), and subtract P from Q to give the displacement vector. The displacement is masked. If P is outside the input Radius (r2 in the tree) from object 0 , it is not displaced. A soft border has been put on the mask to prevent ...


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Could you post some screenshots of the screen about the problems? However, it may be enough to move the project to a new project file and see if the problem recurs, alternatively you can also make a copy of the object and delete the previous one, first I would tell you to try these simple procedures. Alternatively, do the objects have applied textures? ...


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Ok guys, now i know the reason of this. Thing that caused it is boolean modifier and cubes which I used to do this blocked any light no matter hiden it or not. My solution was to make them invisible for render in visibility tab


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The problem might be because of various issues. Try these and see if any of those is useful in fixing the issue: Recalculate the Normals of the object ("Shift+N"). Try disabling the "Auto Smooth" option in Object Data Properties-> Normals -> Auto smooth. Check if the UV maps are connected to the image textures of the object materials. For this, add a "UV ...


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This is normal. It is common for GPUs to be a lot faster at rendering than CPUs and in this case GTX 1070 is definitely a few times faster than i7(?) 6700K so for renders that take seconds, this is to be expected. You would probably benefit from combining GPU and CPU on longer renders(think minutes and hours, not seconds), but 20 seconds is short enough time ...


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I believe it's the fact that the resolution of the mesh is so low that the angles from face to face are so sharp that the SSS sees it as a corner that is thinner and thus lightens it up (expected from SSS, but rather extreme). The sharper the corner the brighter. As soon as i added a lvl 1 subsurface modifier, it made the surface smooth enough geometry wise ...


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