The blue color you're getting should be $RGB(0.5, 0.5, 1.0)$ which corresponds to a normal value of $<0,0,1>$. The normal vector has a range of $<[-1, 1], [-1, 1], [0, 1]>$ In Tangent space, as I understand it, the vector $<0, 0, 1>$ is perpendicular to the the surface. As the first value is changed, the vector tilts left and right. As the ...
I almost give it up :)
You have set body material in View Layer Properties > Override - you have to disable it.
Second thing is your UVMap - rotated 90 deg. = squized image.
If you would like to fix it, it would be such painful unwrap each feather so I would suggest just to rotate original images to landscape orintation.
Third thing is - "someone&...
While Cycles is a "path tracer", Eevee is rasterizer.
"Unlike Cycles, Eevee is not a raytrace render engine. Instead of computing each ray of light, Eevee uses a process called rasterization. Rasterization estimates the way light interacts with objects and materials using numerous algorithms. While Eevee is designed to use PBR principles, it ...
Until there is a proper implementation for baking to vertex colors in Blender/Cycles, you can use the following free Add-on: https://gumroad.com/l/zdgxg
This addon enables you to bake passes like diffuse, emission, ambient occlusion etc to vertex colors. This type of workflow can be really useful when working with game assets. By combining this addon with ...
Sometimes Blender just doesn't update things when the code is executed "blindly", so you need to imitate like some parts of it were called by user. To do so you need to create and register Blender Invoke or Modal Operator and then call it with ('INVOKE_DEFAULT'). In the most cases it solves such problems. I've written and tested this Modal Operator,...
Here is a simple workflow of mine:
make a retopo and be sure they are not flipped and you have a good UV layout with no overlap:
make it a little bit fat with Displace modifier (anything you do a retopo on would be a bit slimmer by nature of retopo)
adjust your options to YOUR scale (I always work in real world scale because it's important for my assets to ...
Simple rotation works in some cases too. Rotate texture arround X or Y axis with some distance can give you an illusion of vertical texture movement. Texture rotated 360 does the trick - loop animation.
add Empty a bit far from Cube location on X axis
(in this example 7m)
frame 0 - add keyframe Rotation zero for Empty on Y axis
frame 250 - add keyframe ...
This is an old bug in blender. You are doing nothing wrong. The information is there, but the render window is not displaying it correctly. It cannot display pixels that are transparent and luminous at the same time. Glares, glows, reflections. and fire don't display correctly.
View your image just as color (not color and alpha)
Your information should be ...
Use png, exr, jpeg with high quality... image format to save as sequence and encode them in other program to video. eg. Adobe Premiere (Media Encoder), DaVinci Resolve
Depend on your video encoder, keep in mind that most of the video format are lossy-compressed by default, which means some data are actually loss in the video from the source.
And most ...
Blender has stopped OpenCL (the API AMD uses) support for Mac because the compiler on macOS is very buggy. Apple also hasn't shown any effort to fix it, and instead favored their own API called Metal (which Blender does not support).
Blender does, however, support CUDA on MacOS meaning that if you have an Nvidia GPU that is CUDA capable and has a compute ...
White is not necessarily a scene referred value of 1 or 100 or 10 000. It all depends on the color transforms through which the image is processed to a display referred image, in which case yes, white is corresponds to 1 (and then expressed in a number of available bits, for example in an 8 bit image pure white would be 255, 255, 255).
When you save as EXR ...
I have discovered that the problem discussed here, as well as other recent rendering posts, may be linked to a video issue related to recent updates.
After duplicating the issues on three computers, all of which meet the video requirements as stated by Blender documentation, I began trying several recent Blender versions. All exhibited rendering issues ...
There are a couple of things you can do to try to decrease render time. For example, you could try decreasing the number of volumetrics by using the glare node rather than volumetrics to create glares around lights, by faking clouds with textures or images, by replacing 3D explosions with 2D explosion special effects, by creating hazes with planes that have ...
As a compromise workaround I set a very low density of the volume scatter material, then a very high intensity of the lamp to have the scatter light visible, and very dark colors for all other objects in the scene, so that they are nor overexposed.
But is not there any less ugly and more elegant solution available??
Another workaround is to cull the bounding object to reduce bounces at the cost of increased number of vertices.
For example, There will be fewer bounces if you cull your low-poly grass into a closer shape like:
instead of using the default rectangle.
This could be used together with the LightPath - number of bounces technique above. You may find a balance ...
Hello fellow Linux user!
For taking advantage of your Nvidia RTX card, it is recommended to install the non-free Nvidia driver. I also have an RTX (a smaller one, the 2060) and it works fine with Blender 2.8x, renders in minutes and never crashes.
Volume scatter will always make your lights seem darker. So you can make the lights brighter until you get the level you want.
You can animate the density.
$0$ density will make the volume scatter transparent, then bring up the value when you need the volumetric lighting.
As an alternative don't use volume scattering in the world, but on an object with ...
Check your Outliner, or press AltH to unhide everything, you have a plane that is hidden in Viewport but not in Render, and it makes a big shadow on your scene.
Here you can see how the hidden plane is interfering with the light:
You can enable Progressive Refine (Render Properties > Performance > Tiles), set the sample count to a high amount like 10000 and stop the process manually (ESC) when satisfied.
However, I'd suggest use the Render Region feature and drag a rectangle around the darkest spot in the image (CtrlB), set the viewport samples to 0 and wait until the noise is ...
Showing some transparency from images with Matte Nodes. Some Flaws Present. Image above.
The compositor may be a partial contributor to the solution. The flaws are visible. Your files are read and matted by color. The black pixels within a sample would be background.
Please inspect and improve the nodes.
One possibility is with Workbench render and the built in check_normal+y.exr MatCap. If speed is needed, this should be very fast.
Set the render engine to Workbench.
Set the lighting to MatCap and chose the "check normal" matcap.
Ensure Transparent is enabled under Film.
Make sure Color Management > View Transform is set to Standard. The ...
Okay I found the problem, actually you cannot bake a 1 mesh with 2 types of materials, a ColorBase and Emissive cannot be baked, doing a recap a mesh cannot iluminate itself. Maybe it sounds logical, but i tried so many times and results of trying has shown me that it is no posible.
Denoising works well only at high resolutions, in my experience from 4k. Try putting more samples, or increasing the resolution and using denoising. I rendered a scene with different light sources on 512 samples.
In addition, you can see examples of different samples and noise effect here Will increasing samples reduce fireflies?
1000:1000px; 128 samples ...
I found the problem with the sun's clipping, this might help you and others who have the same issue.
what I did:
Check sun's shadow distance.
Look out for troublesome geometries this might have overscaled objects, micro objects, particles systems, hair, emitters, empty meshes, etcetera. normally you import objects from other softwares, in my ...
The issue here is your Glare node settings.
The threshold basically means "which luminosity values on image will I exclude from glowing". When set to zero, it will apply the effect everywhere.
I suggest you temporarily set the mix value to 1 so you can see the raw node's effect without mixing it back to your original picture.
Then, play with the ...
It's probably best to use a separate glow node just for the lightning in this case:
In the Render Layer options turn on Material Index In your material
under settings use a pass indes that you haven't used for anything
Connect the index MA output to a glow node and add or screen
it back onto the original image.
You can also use the original
colors, if ...
Apparently, it's doable only with a boolean? I think I saw a node setup once which was quite close but I can't find it anymore.
There's also Blender BIM which now I'm going to test.
But if anyone has a better idea, please, let me know.
Unless you specifically change it, Cycles will render with the CPU by default. CPU will almost always work, but it will probably be slower due to not having the massive parallelization that GPU's have.
If you are using GPU and it is working, Blender not supporting a GPU specifically doesn't mean it won't work, it just isn't guaranteed to work well.
GPL applies to the original code itself in this case Blender, even then all you can do is claim you made Blender or remove its licensing etc..
I think its pretty straight forward like any open source project. You can assume you can't make use of anything that comes out of the box with Blender and go on claiming it as your own, if it has a license behind it ...
Here, working in Object Space. The Position output of the Voronoi node is the location of the feature point from which the attributes (distance, etc) of the local cell are measured. If you subtract it from the shading point, you get the vector from the feature point to the shading point .. a mini UV map for each cell, with its origin at the feature point.
I find sun lamps to never be very realistic in many cases. Try swapping the sun lamp for a large (proportionally) area light. You might have to make it relatively powerful given the distance, but I think it gives a better look:
Add a lip to the cup. This will help guide the direction of refraction rays. Most cups have a rim, and the glass shader is physically-based, so you're probably going to get weird results if you deviate from the real world.
Increase glossy bounces to something dramatically higher, like 64-128. This will help ensure enough glossy (reflection) bounces hit the ...
It must have been a glitch with Cycles. The car is inside a warehouse environment, with two other cubes acting as doors to block all sunlight and slowly move to let sunlight in. I just had to hide the doors and unhide them, and it somehow reset the lighting. In the future if anyone comes across this, just change some stuff up in your scene that affect ...
The way Cycles works is by creating a rough approximation of the final image and then cleaning up the noise over time. The more samples you set in Cycles, the more time it has to clean up the scene (but the longer it takes to finish rendering). The reason it's not cleaning up anymore for you is that you don't have the samples set high enough. You can ...
Looks like your material setup seem to be wrong.
Check my example image for creating PBR setups in Blender. It maybe helps you:
You can read my short article for this topic, if you like:
How to setup PBR materials in Blender
Here is one way using a Warp Modifier
Your surface must be highly subdivided, it will contain the modifier. In the gif below this is the plane object.
The modifier stack is as follows:
The from and to fields in the warp modifier are the important pieces here.
The modifier pulls from point a to point b, thus creating the effect shown in the gif below. By ...
You could do something like this - Inset the "water surface" a few times around the edge of the glass (for a classic meniscus), and also scale/inset the circle in the center of the "water" to match the shape of the brush and inset it a few times as well.
Then select the main (midgap) water surface turn on proportional editing, and shrink ...
So I ultimately downloaded the experimental Blender 2.9 and it fixed the issue. I guess that means it's a bug.
EDIT: Another fix, should this happen to any of you, is to create a new project and append all of the assets from the original project. The hair will then render properly in the new project.