3

Use the Message Bus to notify when settings change and then render the image. import bpy scene = bpy.context.scene key = scene.render if scene.render.engine == 'CYCLES' else scene.eevee def msgbus_callback(): bpy.ops.render.render("INVOKE_DEFAULT") bpy.msgbus.subscribe_rna(key=key, owner=object(), args=(), notify=msgbus_callback) FYI: this ...


3

Your subdivision is acting with the mesh, because you have Ngons that's what is making that look. just delete that it's all good


1

The artifact stems from your UV mapping, not the topology. To fix the UV map to be flat, select the face of the screen and go into an orthographic side view. Then, unwrap by projecting from view. Because you're in orthographic view and the face is flat, the resulting UV vertices will be correctly spaced. Now the distortion is gone, but the scaling is wrong. ...


1

Quads are made of tris, so when the face is twisted you may see this kind of artefacts, if you want to avoid you can try to enable the Auto Smooth option in the Properties panel > Object Data > Normals.


1

I found out that I needed an actual hollow space, faked it with a solidify modifier and joined the other objects I wanted to block the light with to the original mesh.


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