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I have two win 10 on the same Desktop pc. cycles jump right out from the one windows thats has no lagging or any problems in preformance, but in the other same version of windows it lags hard, but it does not jump out. Same file loaded in genral blender in (two difrent windows / 2x m2 disk) so its a driver oroblem i think from nvidia all ray tracing right ...


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Since Blender 3.0 using weight paint in shaders is pretty easy, you ony need to convert the weight paint with geometry nodes and push the result to the desired/empty vertex paint. After this the vertex color will store the weights and will automatically update. By this method it is even possible to store multiple weights in one vertex color by using the rgb ...


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As Benus wrote in the comment, just add a collision modifier to your eyes. Result: Right eye: with collision modifier added. Hairs and softbodies do not react on rigid bodies. They need a collision modifier to be recognized as effector objects. BTW: nice pimp up of Polyfjords model! ;)


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To answer your comment with images... Change that 40k number to something that your PC can handle, like 1000 or something Then go down to Children Click on Interpolated and add value 40 here: I choose 40 because if you have Number set to 1000 and interpolated to 40, it basically means that every single 1 grass will be rendered as 40 strands of grass... (...


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You are using Manjaro just like me. The Problem is not the actual NVidia Driver but rather the compiled Manjaro version of Blender from the Manjaro repository. It seems to be a legal issue: Link to Arch Bugreport The simplest solution is to download Blender from Blender.org (for Linux) and extract it in to a folder. You can then simply start Blender from ...


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Looks like your Grass particle settings (40000 strands of grass!) are choking Cycles. I suggest you turn that down, and add interpolated children.


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Change view clip start to 0.1 Then you will see the grid again.


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I switched render to EEVEE and in setting change hair type to strip: And after that, Grass is started displaying like this: That is mean that width of grass 10 times bigger than house. This is too heavy for Cycles, and it cannot show even one pass. So you need to set up width like this to make the grass reasonable sized:


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This can be caused by the phenomenon of total internal reflection, which causes some rays to reflect internally too many times to make it out of the glass. That is, certain light paths effectively get “trapped” inside the glass, never making it to the camera and resulting in black spots in the rendered result. However, although total internal reflection is a ...


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Make sure your Pirinipled BSDF (texture) has Alpha on 1. I know you have yours on all the way but I'm leaving this comment for any new comers who have an invisibility issue.


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apply scale + rotation to your path set cam location + rotation to 0 set follow path like this: result:


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As we can see in the informations above your render, it is mentioned that you are rendering tiles. Tile rendering is most likely not preferable to use since v3.0. So unless you have a specific setup that you know requires it, I suggest you turn it off. Properties Editor > Render tab > Performance panel > Memory subpanel > uncheck Use Tiling:


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Check the render visibility of your objects. There is a difference between something being made invisible in the viewport and something being made invisible in the render. If you make something invisible in the viewport, you might forget that it's even still there. Go to your outliner and have a look. If something lacks an eyeball or computer monitor symbol ...


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Cycles X will support Metal rendering in Blender version 3.1. The planned release date for 3.1 is March 9 2022, although it can be accessed now at https://builder.blender.org/download/daily/


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The answer is given by @ChrostopherBennett in the comments of the question. Thank you. Copied: Don't worry, go ahead and use it. Experimental just means it may not be fully flushed out, or they plan on making changes to it in the future (ex: maybe they don't like the way it's fitting with blender and are planning on replacing it with a different module). Or,...


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Object.update_tag() updates the objects in 3d View: https://docs.blender.org/api/current/bpy.types.ID.html?highlight=update_tag#bpy.types.ID.update_tag Tag the ID to update its display data, e.g. when calling bpy.types.Scene.update import bpy for obj in bpy.context.selected_objects: obj.cycles.use_camera_cull = True obj.update_tag() Changing ...


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Since version 2.9 Blender can correct this effect by going to Shadow Terminator in the Shading section of the object properties. It allows you to extend the shading to hide these artifactors.


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You've disabled the render option in the Outliner (or Object panel > Visibility > Renders):


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The new shadow catcher is not "just" a shadow catcher, it takes indirect lighting into account as well - therefore it's slower than the old one. It makes a difference however if you have the Shadow Catcher pass enabled in the Render Layers - when it is disabled, it only uses an approximation. When it's enabled, it captures all indirect light ...


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I suggest you take a look at cycles light path settings https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html Increase the transparency and total bounces


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In the material(s) properties Viewport Display settings, change the Blend Mode.


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You could use a driver for the power of the light: Select your light, right click in the Power field and select "Add new driver". Then open a driver editor view and edit your driver type (the button to the left of "var") to be distance, and specify your lamp and the proximity target. Here, I've set the brightness of the lamp to 1000 ...


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As explained on rendering - No Auto Tile Size in Blender 3.0 - Blender Stack Exchange: Blender 3.0 Cycles rendering works significantly different from previous versions. Especially when it comes to tile rendering. Using tiles to force your GPUs to work on different areas might not be the way to go anymore, I'd suggest you to try without that. Basically do ...


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You can get something close to what you show with a Noise Texture plugged into a ColorRamp. Also mix a Musgrave with the Texture Coordinate into a MixRGB in order to twist the spots a bit. Then animate the Mapping on the Z location (or, as Allen Simpson says, switch the Noise Texture to 4D and keyframe the W value). If you want some grains, do it in the ...


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Baking is a rendering function, so in Cycles it's affected by the number of rendering samples. If you're baking a property which is not affected by lights (i.e. base color, without diffuse light, indirect light) you can turn down the samples even to 1, to speed up the process. Where lights and shadows matter (like Ambient Occlusion) you will need more ...


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Shader For such a game graphics/toon style your shader looks promising. I would replace the Principled BSDF with a simple Diffuse BSDF and the Fresnel with a Layer Weight node, plus a Color Ramp for more control. The Pointiness group just adds some color variation to the base color. Lights For the lights try a so-called "tri-point lights" setup. ...


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This was actually extremely easy to fix, you just need to add a material to the smoke domain. Just go to the materials tab with the smoke domain selected and apply a material.


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Ambient Occlusion settings have been moved to Render Properties > Light Paths > Fast GI Approximation


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It seems that de noising was really messing me up. I set de noising to 0 (adaptive, based on anti-aliasing settings) and I was able to get memory consumption down. I'm not sure why I got the double hump pattern.


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Additionally, I found that you must have a closed mesh object as well. For most people this isn't relevant but it is what fixed it for me.


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I would say it is optical illusion ... you just matched light direction parallel with object edge direction in Camera view ...


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In Blender 3.1 I had to set the view layer to "Noisy Image" because apparently "Combined" was just black, even though I disabled compositing outright.


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Apparently the texture needs to be saved separately in texture paint view. EEVEE takes the updated texture from the memory. Cycles takes the saved texture file. Following the suggestion of Marty Fouts, the light was adjusted to come more from the side. Even with the light set to 0, the scene was too bright. The World itself is emitting light from the HDR ...


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I rendered in "fast mode" with e-cycles which caused the edges to appear!


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Try this node setup for your world: Mix your HDRI with the color (or other HDRI) you want to see as reflexion, and use an Input > Light Paht > Is Glossy Ray as factor of your Mix Shader: If you don't want to see the HDRI as background either, I guess you need to mix your Mix Shader with another one and this time use the Is Camera Ray output. But it ...


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That looks like very faint "smoke" at the edge of the original clip, its not truly transparent at the edges (cause of the smoke). Open the image sequence and place a solid background behind it and then zoom in and see if you can see tiny smoke particles at the edges, check the first frame and progress to the last.


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Mix shader is not complicated. It finds the color returned by each shader and interpolates between the two (in linear space) by the factor given. It's really just a mixRGB. Indeed, if we use it in Eevee, it's identical to shader to RGB -> mixRGB. (In Cycles, of course, this mixRGB has to happen for further ray bounces and has to preserve information ...


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Because Blender's EXR stores the data "as is" with no color transformation. This is a format for wide data transfer, not for preview. There are things to do, but that highly depends on what softwares you use when doing your final edits. In short, the things is that you want to set your EXR to a linear color that reproduces Blender's Filmic color ...


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The easy part of the answer is that the 100% PBR way is to not use the mix shader because the mix shader does not preserve the physical properties of light. The mix shader works, put crudely, by adding the output of the two BSDF nodes that are its inputs, in a ratio controlled by the value of Fac. Call the Shader that plugs into the top input $T$. Call the ...


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Instead of having the sky lights transparent with a sun light coming through, I got rid of the sun light and had the windows emit the same color and equivalent strength of light. That way Blender doesn't have to work as hard on the lighting and denoising. I was able to reduce the render samples and still have clean lines.


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Speaking about unique textures. You can use image with different textures and then make unique uv-shift for each cell by random or bu positions Zero position for each: Then add rule for position-shift. in this case it is stepped random add (color): So if your texture contains tiles, that bigger than cells you can fill it. Also you can choose texture by mix ...


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So after almost an hour of tinkering trying to find the answer, it turns out that I had the Material Data linked to my mesh, but not the Material Object linked. Linking the Material Object solved the issue. Screenshots below for those who are suffering the same brain fart lol. When you first click on the materials tab on the right hand side you will see a ...


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In the screenshot of your Ocean modifier you have Resolution Viewport set to 20 but Resolution Render, just below, set to 2. The Resolution settings determine how many levels of subdivision are present in the final result. In ‘preview’ mode the resolution of 20 is giving enough detail to be able to see the ripples but in Render mode you’re effectively just ...


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I had the same issue and managed to fixed it by selecting "Optix" in the Denoiser option under Render Properties.


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There is no functionality for this in Blender. That's because there is no reason for it to exist. It would simply be useless. I imagine that would only generate a very noisy image. You could probably make a script, that animates the camera in a way it renders a single pixel at a time scanning a bigger image using lens shifting, but that would be extremely ...


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This is a problem with any application when you update versions. There are a wide range of approaches depending on how large the project is and how many different parts of Blender it touches. Here is my personal approach: These steps apply no matter how large or small your project is: Make a backup of the entire project and put it someplace else. (You ...


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The meshes must be Smooth and not flat otherwise it generates a step in the normal map as well


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The generated hair particles don't have enough geometry to bend properly and seem to stick into the head because of this. There are three settings to control this. One is in the Particle Edit mode (N-panel, tools options), and the two others that are relevant for you are in the Particle Properties Render > Steps. Set this to 4 or 5. The value is the ...


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If it needs a texture that follows the shape, like in this question, you can create a cylinder, give it a Curve modifier, give it a material that is a mix between Emission and Transparent node with a Noise Texture as factor. You can keep the Texture Coordinate Generated output as it will stretch the noise along the cylinder shape. To give your object some ...


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Render is set to 1 sample? Change that to at least 32 to match the viewports samples.


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