Go to the Outliner and click on the Filter settings. Make sure the Render icon is highlighted (camera icon) that will let you see if anything is hidden in render. If you see next to your landscape that there is an X on the camera (render) icon, then you know it's been hidden in render.
I think I found an answer whilst playing around after reading @mma78 answer.
I can snap the 3D cursor to the bottom vertex and then bevel the edge. I can then set the Pivot point to 3D Cursor and scale the bottom vertices back in. This way the bottom is tapered while keeping the shape of the base unchanged.
While this works, it is not very efficient as I ...
I'm assuming Metric is set as Unit System and Meters as Length in Scene Properties tab. If you're using any other unit, including those from Imperial system, simply convert the values calculated below as meters to the unit of your choice [Blender also operates on meters and converts them to other units if necessary ].
Using Orthographic camera, Blender takes ...
After some experimenting it seems I was wrong about the memory. I've learned that having too many particles definitely affects memory and render times.
To combat this I reduced the number of children by half which made a huge difference but then the hair looked too thin, so to compensate I thickened up the roots.
It seems that my system will alert me if ...
The method I'd prefer for realism is microdisplacement. Set your Cycles feature set to experimental so that you can use the Adaptive feature of the Subdivision Surface modifier.
And then set up your material for displacement and bump so that when you connect something to the displacement socket it modifies the mesh.
I used the same Noise Texture for both ...
You have ngons in your mesh.
As I only now see that Christopher explains in his comment above, your pinching is a consequence of using Subdivision Surfaces with non-quad based topology. SubDs only want quads.
Answering the question from ZargulTheWizard's comments - since the sun lamp and camera were in the same location, no shadow with perfectly crisp edges would be visible to the camera. To get the shadow images from the specific angle like I wanted, I left the lamp at the specific angle to create the shadow and then moved the camera directly overhead (0, 0, ...
In your example you have connected a shader to both the Surface and the Volume sockets of the Material Output. This gives the mesh both a volume and a surface. For purely volumetric objects you should not have a shader attached to 'Surface'.
One solution is like you said to disconnect te dislacement node. The other better solution is that you mix your displacement node with your normal map. Add a bump node and set the distance to somewhere around 0.01. Once that is done, connect your displacement image texture (Without the displacement node in between) to the height input of the bump node. ...
I found the answer. The problem was essentially what was described here: Volumetric Light not working on Cycles (but good in preview)
So what I did was I selected that cube that surrounds the scene, and I went into the object visibility properties and selected "Render" because it was unselected.
Maybe try something like this - the main "ingredients" that make it distinct are a Transmission Value as well as some Subsurface Scattering to simulate the translucency of mayo. The Noise Texture gives it that lumpy "spread" look:
I have found out what cause the problem!!!
One of my area light which I have use to imitate lights of the wall lamp, has been partly inside of the object:
That cause the artefacts and lot of noise. Now, the image is crystal clear!
I hope this will help others with same problem ;)
Sure, use two Scenes
You can specify the render engine for each of your scene.
Then in the Render layer node you can specificy the scene to inspect for picking the right view layer.
If you have problems in rendering multilpe scenes at the same time, visit: How do I batch render multiple scenes with animation settings?
Have you enabled your devices in user preferences? (I know in my image it says "No Compatible GPU's Found - I don't use OpenCL) Your devices should be listed here - Enable them and they should become accessible from the Render Properties menu.
You may want to check settings: Edit->Preferences->System->CyclesRenderDevice
Since I run on NVIDIA mine are different but you graphic card needs to be check marked in one of the tabs.
Furthermore, check out recent guides for speed improvement. Most important tip is the tiling. For GPUs it should be larger than for CPU.
Those pictures are often in multiple exposures of different ligths and then assembled in photoshop to take "the best" parts.
In Blender take planar lights and map them with proper hdr textures of real softboxes, then place planar lights left and right.
You will still need to adjust areas in postprocess to remove things that are unwanted.
Here is my ...
To make this realistic you'll have to mix a couple of different methods. A key concept is that rice is a bunch of little individual grains and no two grains are exactly alike, even in terms of physical properties.
I started with this as a model for a grain of rice. It's an icosphere because I like to live dangerously.
I looked up the length of a grain of ...
I was facing the same issue when doing the Blender guru tutorial. I tried searching in a lot of threads for multiple hours but did not find a solution that worked. Then, I found an alternative method from a blender StackExchange thread that worked quite well for me. It talks about tweaking the IOR values of the faces of the coffee which face the glass. The ...
Maybe try adding a HDRI for your lighting/reflections. Go to the World section of your shading tab and add an Environment Texture (not an Image Texture).
Blender has some HDRI's at ...2.91/datafiles/studiolights/world. You can also find plenty more for free online. One of the most popular places is HDRI Haven (https://hdrihaven.com/hdris/):
Your node tree structure would have to look something like this. The alpha needs to effect all shaders, so make sure to always add an transparency shader at the very end of your tree.
But as Reinis already said, there really is no point in mixing the principled shader with a glossy one.
If you want to mix in another (non-principled) material this way, you would have to add transparency to it separately. You could do this with a Transparency material and another mix node, controlled by the image's alpha channel.
However, in your use case, I don't see why you would need another shader, especially not a glossy one - I see nothing like that in ...
I found out why my render is limited to 32 samples:
At some point I wanted to override the material and I left 32 samples in Material override samples field.
But I still have those artefacts (tiles) which my CPU or GPU left behind :(, and had some strange line in the middle of render...
It looks like you enabled the Displacement and Bump setting, but unfortunately forgot to include a Displacement node before the Material Output.
When you connect a color directly it's interpreted as Vector Displacement which largely translates your mesh.
Well, I personally learned mostly from reading the manual, and got heavily bored in the modifier section, which of course turned out to be one of the most useful parts of blender ever to me. From where you are, I would learn about modifiers from the manual, and then get a hold on materials and textures. I was very confused about the difference between the ...
Thanks to Nascent for the awnser.
You just add a new image texture node. Click new and name it. Then add that to the 'fac' of the MixRGB node. Then all you have to do is go into the texture paint tab and make sure you have your new texture selected (I named mine Dirt_Path_PAINT) and draw over your texture in the UV section or for easy use right in the ...
You need to include a Displacement node.
Use the color mask you've generated as the Height input.
When you connect the color without conversion, it generates this line.
If we switch from Bump Only to Displacement and Bump we can see why.
(Note that I have only connected the Noise Texture to the Material Output in this image. With the MixRGB node the ...
I can't reproduce your issue ... so I would say for two reasons
Enable Output Properties > Output > Image Sequence > Overwrite
or try under Particles Properties > Cache > Delete All Bakes and Bake All Dynamics again
There are a few add-ons like Hair Net that can generate and hair particles to follow a given curve, fibers (converted curves, just edges), or sheets (hair cards).
Have a look here: How can I merge this Head and Body models?
Hair cards, as used for game characters, can be used directly for the add-ons.
If you have sculpted hair you can layout Bezier-Curves on ...
It is possible to read an image in OSL using the 'texture(...)' call but it is not possible to write to an image directly from within OSL. For a 'life' simulation you need to be able to read the previous state while generating the new one and so the way to achieve this is to be able to read the previously rendered frame while rendering the current frame - ...
You can use an (epsilon) range around the desired contour-heights as the thickness of your contour-line, here using a Ping-Pong node to get a triangle wave in Z, and a Compare, with an epsilon around wave-zeros.
Then you can modify the epsilon, making it smaller on shallower slopes, by multiplying it with the arccos of the Z-component of the surface's normal ...
If you started to make a scene, and always used eevee to do your renders, it will probably look like that. There are meny differences with Eevee and Cycles.
I think making the background a little darker might work, and you might have to tweak some settings to make it look right. Eevee isn't bad, I think your render looks just fine in Eevee!
It depends on your hardware. The BMW "blenchmark" should take however long it takes to render without you modifying the file.
The idea of such benchmark is for folks to see how their particular hardware compares to other in similar circumstances, with the same scene with the exact same settings.
The results are here:
It is definitely a small bias of cycles. I believe that it is caused by cycles internal unit system. I tested the same thing in 3ds max with Arnold renderer and it works fine without black lines.
Blender's default unit is meter which could lead to precision issues in close shot rendering. However you just cannot tweak this.
The only fix to this is that you ...
I managed to work out the issue.
It’s a user error rather than a blender issue.
I found that when I created the first copy I had a clip in the video editor, which then got copied across to the new scenes.
I didn’t spot it because I’d deleted the clip from the video editor after I’d made the scenes.
Soon as I removed the clip , then the renders started ...
You have a copy of the donut and the icing in the collection named archive. It's hidden in the viewport only ("eye" icon) but not hidden for rendering. The ojbects are rendered overlapping. That's what you see on the final render.
Uncheck the checkmark of the archive collection in the Outliner and all objects in there are completely hidden in the ...
You can try to connect the image (or image sequence) to the denoise node without using the Normal and Albedo sockets but the result won't be as good as it could be.
In general, Intel's OpenImageDenoise is the best option for now, see how to set it up properly: How to properly connect the Denoise node in Compositor?. Alternativly, you can try using other ...
If you want tinted reflections without tinted transmission, you can put your glass together manually-- it's relatively simple. It's just a refraction BSDF mixed with a glossy BSDF on the basis of Fresnel:
Shown here with a red reflection, but of course, you can use anything you'd like.
You need to lower the radius in the bevel node.
If your cube is 2 units wide and the bevel radius is 1 m, it means the normals are interpolated right to the middle of each face, generating artifacts. Try the default (0.05).
Examples of the effect of the radius field :
Glass is reflective, so if you want to completely get rid of the reflections it won't look like glass anymore. This can be done by using a refraction shader which only passes light through and does not reflect any rays. If you want to just tone down the reflections you can mix a refraction shader with a glossy shader sharing the same parameters.
Below is ...
Adaptive Sampling min samples is not the actual amount of samples that cycles is using to render the scene.
From the manual:
The minimum number of samples a pixel receives before adaptive
sampling is applied. When set to 0 (default), it is automatically set
to the square root of the total (max) sample count.
So, what is happening in your case, ...
One thing I know for certain is that this problem is getting less bad as I raise the number of transparency light bounces
You've answered your own question right there. To avoid getting hung up tracing rays that will never reach a light source, Cycles has a maximum number of bounces for each ray. If a ray reaches that maximum number without hitting any ...