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3

Blender 2.82 added a new Pingpong mode to the Math node, which simplifies maddin45's answer. Make sure to set the scale on the Pingpong nodes to 1.0.


3

First, you can do it in the 3D Viewport only. Find a View menu, and click the Viewport Render Animation. It will render the animation right from the viewport, using EEVEE if in solid or material preview mode. If you disable screen overlays, you can easily get nice renders in EEVEE this way, however, this is limited and inaccurate (not enough screen samples ...


2

Of course there is. To see your lights, just enable Scene lights in the Viewport Shading menu. Point/Area/Spot lights don't have any geometry to be displayed. You'll have to use an object with the Emission shader (Mesh light) if you want the lightsource visible. Scene Lights vs. Mesh light visibility


2

I could narrow it down to the huge number of lights (134) in the scene. Deleting all lights and adding a fresh sun restores the display of shadows. By using the new filtering parameters, lights can easily be found: It looks like that eevee cant handle that many lights and additional ones will simply be ignored: https://docs.blender.org/manual/en/latest/...


1

Unless you have special reasons to use Cycles, I would consider using EEVEE for, at least, the main passes of your work, because of the Shader to RGB node. The Shader to RGB node, which really can't be implemented in a path-tracer like Cycles without calling the whole renderer twice, allows you to take the actual light-response of a surface, capture that ...


1

You appear zoomed-in. Even though you have selected the camera view, it will retain the last zoom selected. Each workspace will retain it's own zoom levels. Just zoom out and hopefully that will resolve it. Oh and turn off Lock Camera To View as this sometimes confuses things. Once re-orientated, you can turn it back on.


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You can use the Light Path node in your colored object's material. Then, the object's reflections will be monochromatic. Connect the Is Reflection Ray output into the FAC input of a mix shader.


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The displayed unit is megabyte, therefore you're using approximately 8.4 GB. The value is based on the performed memory allocations and can be higher due than your RAM due to virtual memory and swapping. The operating system can use your hard drive to allocate additional memory, in case all available space on the RAM is already in use. If you're trying to ...


1

"Ripples" comes from domain grid resolution. Higher value makes them less visible. To spent less time by baking you can try Smooth modifier after Fluid modifier. Note: As far as fitting everything in the domain, you can make the domain as big as you like, but just leave it box style in shape. The size of the domain does affect calculation time that is why ...


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