This sounds at first as if some drivers are not installed in the optimal version or sth is missconfigured.
If you are an inexperienced Linux user, you will have a hard time avoiding independent google and building up a certain technical understanding. Part of this is to better isolate your problem than "... my system lags, Blender ...
The slight deviation in color is caused by dithering. If you want save accurate values for non-color data, then you have to:
Set Dither to zero in Output Properties > Post Processing
Use one of the following options: Set the View Transform to Raw, disable Save As Render in the file browser or save as OpenEXR to by pass the color management. The latter is ...
Using Cylces, you can achieve this by combining transparent depth of the light path node and backfacing of the geometry node.
We want to be transparent what has a depth modulo 2 equal to 1, as we want to be visible what is behind the transparent object (all are considered manifold).
But back faces have an additional transparency depth because they can be ...
You have 3 options;
Make whatever is in front of the object semi-transparent.
Render the object, then render what is in front of it (each perhaps on their own render layer), then composite the two renders in the compositer.
Move the object closer to the camera than the object that is obscuring it.
As far as I know, there is no "z-offset" setting for an ...
Don't use ID Masks
Just don't. They have little use, this is a really poorly designed feature. You simply cannot make a good mask with a 2bit color depth image.
Cryptomatte is the solution
Look into using Cryptomatte. You need to enable it's layers in the View Layer properties tab:
You can then get any masks easily using Cryptomatte node in the ...
Try to reconnect the Image ID slot to the ID Mask. You connected from the all first node to the Id Mask node. Try pulling of this connection and then putting it in again. Just unconnect and then connecting the Id slot of the Render Layers node (IndexMA) anew to the ID Mask (ID value).
I think this solved this issue for me. I reconnected after I had changed ...
The reason there's no error in the displacement in EEVEE is that there is no displacement in EEVEE.
So, if you like what you see there, the simplest solution is to unplug the displacement. But that's not an explanation of what's happening.
If a vector is plugged straight into the Displacement input of a Material Output node without going through a ...
1: It actually looks like the GPU is rendering more realistically. I think the reduction in quality would be /not/ having those artifacts (though this is debatable)
2: If you're rendering with Cycles, check to see if you have "Supported" or "Experimental" selected for the feature set. This setting will certainly cause rendering differences;
When I tried to avoid "white border" around my object because of Mist and the node Alpha Over, I tried to thinness the Alpha layer with Dilate/Erode node, and surprise, it works!
With threshold set to $-1$ you get a perfect crop between your background and your object misted.
It looks like your "Viewport" and "Render" subdivisions are set differently. Depending on how you're rendering, that can make a huge difference at values that low (0-3 really). It may also be affecting baked cloth simulations.
I recommend setting them to the same value. Possibly also bumping it up to 3.
I guess, you are doing animation, otherwise I would suggest inserting the text in GIMP or something after rendering.
With cycles and using Blender 2.82a, you can select the text and in the "Object Properties" panel under Visibility and under Ray Visibility un-check everything except Camera. This excludes your text from any reflection calculations.
Or you ...
GarageFarm will add any nightly builds or enable experimental features for you on request. FYI, Blender has 33% lower rates than other 3D software on the farm. Might be a deal-breaker for you https://garagefarm.net/pricing/.
It's not the donut - it's the material you are using. Whenever I choose other material the scene renders just fine, but with material nomber 3 and 6 everything goes black.
It has to do something with the nodes you are using because when "Use nodes" is checked - it's black and when it's not checked it's normal.
My advice is not to use these materials - make ...
Well, https://www.sheepit-renderfarm.com/ seems to say that it is just made out of lots of volunteers' computers, and it is specifically for Blender, so I should think that would support it.
Hope this helped!
I did some testing. You can use this as a reference sheet :).
Power : Strength ratio is 10:2,5 (for 1m² area)
Area lights use Power (W), Mesh lights use Strength
Mesh light used - default plane with Emission shader
Intensity and size relationship
Area lights - maintain their intensity with increased size.
Mesh lights - increase their intensity with ...
I've recreated your scene, and after examining the renders, it seems that the HDRI/Scene that you've created for lighting is causing the dark spots;
Try using another HDRI, or rotating the view, to see what I mean. I'm using this HDRI;
Which can be found in various resolutions here;
I see. Forgive ...
In the object settings, uncheck "Camera" under "Ray Visibility";
This setting removes the emitting object from view (while leaving it's light) regardless of whether you are looking through a camera or the normal viewport.
With a complex, i.e. demanding, fluid sim as it is in your case (the hardware needs to calculate the wave hitting the rocks, turbulences etc as well!) it's best to use both CPU and GPU. Especially if the sim has several hundred frames, which means their number should be reduced. And, apart from the above, try the ca. 200 resolution. It's the max res I used ...
Huge thanks to Frederik, I must've been in the Eevee mode or something, because that option was not there, thanks for pointing it out.
Making the plane glossy only very slightly darkens the scene, but not nearly as much as otherwise, while still giving me the reflections I want and then I can simply use the transparent option in Film under Render properties ...
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
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? ...
In case it's useful, this version of the script works for me to render with blender 2.8x in a headless machine with a CUDA compatible card:
bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
#calling get_devices() first will populate the devices list
#otherwise the script might find it empty, even when compatible ...
This is just a response to mark this question as answered. The user Gorgious linked a video which showed the solution: youtu.be/05HFa3jNBH0?t=24
The trick seems to be to switch to top-down, orthographic view, then project a UV map from view, shift the UV map over the desired part of the texture, then select 'individual origins' and scale the UV map ...
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 ...
Is there any reason that you need to use width : 0.01px Blackman-Harris Filter? You are not sampling all area from that pixel but rather choose a very tiny dot to represent that pixel. See this post for further description.
If you want all the pixel being equally sampled, use box or set the width to about 0.67 px width
Or just render the plants itself and ...
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 ...
Is it crashing? or just taking a long time I've had bakes last up to ten minutes it'll say Blender is not responding at the top of the window but eventually the bake will finish. I would recommend using a cage for normal map bakes.
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 ...
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 ...
You can mark edges manually to render them using Freestyle.
But the 'mosaic parts' still needs to be image traced outside of Blender.
Select Edges you want drawn in Freestyle
Go Edge > Mark Freestyle Edge
enable Edge Marks in Freestyle Line Set.
Noise textures need coordinates - object works well for this. Without the texture coordinate nodes, procedural texture nodes will default to generated and this is not always the best one (I almost always choose Object or UV). The relevant nodes are in your Mountain River and Snow White > BMD_SnowBump groups. If you need to debug in the future, try muting ...
Okay so I'm dumb, the Inventor glass broke on a thickness function and only the rounded lip was defined, with a correct thickness the glass reflects and refracts as expected! Blender treats a glass plane differently than a glass mesh in terms of reflective properties, hence the issue of differing appearances!
So I changed all the Principled BSDF shaders to simple Diffuse BSDF shaders, like Craig suggested and it worked! Don't know the exact reason why it worked but I guess the Principled BSDF is too complex for putting a bunch of them in a single material. Anyway thanks for the help again.
The 'blob' happens when you set high Midlevel in the Displacement node.
Yours is set to 4,2 (default is 0,5)
The 'blob' cannot be selected, because it's just displaced polygons
It only happens in Cycles preview, because Eevee preview doesn't support displacement
Noise texture only suplies values 0-1, so high midlevel may look weird
I would suggest Cycles since PRMan is actually quite accurate in light calculate and the latest version also contain the ray tracing option/ability to render the scene.
Despite EEVEE is aiming for accurate light result, but it is still a little bit far away from the word accurate. It could speed up the scene setting and light setting, but you will need to ...
Sounds like you want actual geometry once your modifiers are set up to your satisfaction.
It's not very obvious how to lock-in those modifiers.
You have to be in Object mode, and choose "Convert to Mesh from Curve/Meta/Surf/Text"
you may want to duplicate the rock, and perform a couple of remesh actions on them. I tried Voxel remesh for mine, and followed ...
Looks like CG cookie posted a work-around for something like this... does this process work for you?:
Convert Material Displacement to a Mesh with Blender 2.8 - Bonus Tutorial
he uses an .exr map baked from the shader, and applies that in a displacement modifier. It's a process unique to this video
I was able to recreate the problem: it seems to be caused by setting material output to Cycles (in the material editor) while rendering with Eevee (in the render settings). The only solution I know is to render with the same render engine as you specify in the material.