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I don't think this is a polygon problem, you are just stretching the texture so much it just has nothing to put on this side of the brick, it has no information. It's just not possible to do this this way, you have to model it and texture it manually


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You do have another plane in your scene, it's just not showing in the viewport. In your outliner check these options and look at all the collections you have, there is a plane there not visible but renderable. You can disable by object or entire collections. Nice donut btw! More about it at: Blender Docs


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This is normal. The GPU you have is apparently faster at rendering than the CPU you have. It is not surprising and there is nothing to do about this, nothing to fix, this is just how it is.


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It could be a hardware issue. When you are processing with a CPU, what is being rendered is based on the number of cores that you have and what programs are also using the processing power. That's what's being used in the Blender Internal Render Engine. When it comes to the Cycles engine, that's based on how powerful the graphic card is. There is a video ...


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By coincidence, today I did a render using Blender 2.8 on a laptop with a Quadro M1000M card. No issues there, worked fine! Quadro cards seem to be made for rendering and GFX design, so a good choice. A good read: https://www.engineering.com/DesignSoftware/DesignSoftwareArticles/ArticleID/18630/Whats-the-Difference-Between-GeForce-and-Quadro-Graphics-Cards....


4

The problem is that you're using a one-dimensional "Fac" output from the noise texture to produce a scalar displacement. This is interpreted as a multiple of the vector (1,1,1) and so displaces the cube along the diagonal. Take the "Color" output of the noise texture to get a three-dimensional noise from (0,0,0) to (1,1,1) and use some Vector Math nodes to ...


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You have to check on the blendermarket website for version 1.2.4 and download it then just go into user preferences in blender install from file and locate the .zip file. restart pc and it should be there .If you have migrated your settings from 2.79 to 2.8. if you haven't yet then you need to download and install the hdri's to.


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With your attach Blend file, I see nothing rendering both for Eevee or Cycles ((2.80 2019-07-29). Not sure what the problem is. In either case, I was able to workaround the problem by selecting ALL objects in the first scene, creating a new, empty scene and pasting all the copied objects in the second scene. After that, it renders fine in both Eevee and ...


3

tldr: The default anti-aliasing setting samples significantly outside one pixel which reduces the effective resolution. For a maximum effective resolution use the "box" setting which acts as an incredibly high multisampling anti-aliasing filter. From my own experiments and the information provided in the discussion from the patch https://developer.blender....


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The only way i found to render the mesh with the hdri while keeping it low poly without getting the terminator artifacts was rendering it in Unreal Engine 4.


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File > External Data > Report Missing Files shows all missing files/textures.


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You won't be able to use GPU rendering with Cycles. Apple has deprecated OpenCL for macOS 10.14 and future releases. Since macOS won't have any updates for the OpenCL compiler and therefore no bug fixes, Blender 2.80 will no longer use OpenCL on macOS. This is documented in the manual. AMD OpenCL OpenCL is supported for GPU rendering with AMD ...


1

Did a version of this in blender 2.8, had a issue with some edge weirdness, just changed mindist from 0.000001 to 0.00001 and it cleared itself. Don't know why. shader Intersects( string Container = "", output int isInside = 0 ) { point ray0 = P; //The first of a sequence of ray origins int hitCount = 0; //times enclosing ...


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If you make File > External Data > Find Missing Files you'll find your files but I don't know how to easily show their location. You could pack them all with File > External Data > Pack All Into Blend then unpack to another folder if necessary: File > External Data > Unpack All Into Files.


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I've found the issue. You need to disable autosmooth normals in Object Data. Properties->Normals->Auto Smooth uncheck


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The requirements for GPU rendering are higher than the minimum requirements for running Blender. Supported Graphics Cards These requirements are for basic Blender operation, rendering using the GPU requires slightly different requirements. The manual states that CUDA compute capability 3.0 or higher is required for GPU rendering. Graphics cards that ...


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Unfortunately, you will have to check your nodes and tell Blender the new path, where you moved the file. I don't think Blender has that same option you have in AE.


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Terminator effect, only way to make it work is using more geometry.


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I was getting this issue with both DirectX and OpenGl Normals and came here to look for a solution- however, I found a fix: In the image map node for your normal, change the sRGB colour space to non-color.


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To remove specular, as that's the name for the thing pointed to, you select the faces that shouldn't have it and give them material of the same color, but with a different name. Then, in a node, set its Roughness to 1. This goes for Cycles.


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The requirements for GPU rendering are higher than the minimum requirements for running Blender. Supported Graphics Cards These requirements are for basic Blender operation, rendering using the GPU requires slightly different requirements. The manual states that GCN second generation or later is required for GPU rendering. Graphics cards that do not ...


1

Cycles, by nature, is very realistic at the cost of computer power. I frequently have to click my fans into full gear when rendering Cycles, just to not go over 80˚C. If using a cooler is simply out of the question than I suggest you reduce the number of threads Cycles uses. This may reduce the strain enough that your temperature stays within a reasonable ...


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Nick Sieben, try adjusting the first "greater than" value from zero to 0.2 as shown in Robin Betts answer. That will help with adjusting the color of the mortar.


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The Clamp node is available in Blender 2.81


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The Look Dev mode uses an HDRI which produces the nice reflections in your first image. As the name suggests the Look Dev mode is only meant to develop the look of your model, not for a preview of the final render, that is what the Rendered mode is for. If you want to use the scene's world settings instead of the HDRI preset in Look Dev, you can enable Scene ...


3

Lights are only visible in Cycles when they are mesh lights. If you want a light source to be reflected you need to make it from geometry and create an emission shader for it. If you wish light to be reflected and illuminate other objects, you need to enable reflective caustics: These calculations take a lot of time in Cycles and are inefficient, because ...


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In simpler cases, AO node + Emission node + Add Shader node seems to do the trick. For instance, World AO with factor 0.1 may be reproduced in a shader as follows: See also this thread on Blender Artists: thread


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Check Camera visibility in Object Tab -> Cycles settings


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You can use following script to render your animation instead of blender's default render animation functionality import bpy from os.path import join from os import getcwd import os C = bpy.context SCN = bpy.context.scene # scene object orig_path = SCN.render.filepath startframe = SCN.frame_start endframe = SCN.frame_end reversed_frames = list(range(...


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I was able to fix this after watching a few YouTube videos. Above "Viewport Display" and within "Visibility" in the properties tab, there's special settings for "Ray Visibility" which is essentially for Cycles' ray-tracing algorithm. Helpful to know about if you want coarse-grained control over rendering. (Use nodes/shading for fine control).


9

In order to explain to sockets and their numbering I'll have to explain how Cryptomatte and some aspects of path tracing work. The Idea Cryptomatte generates ID mattes which try to preserve for each pixel of the rendered image what elements of the 3D scene contributed to it. For instance in a render with motion blur, pixels where the moving object and ...


5

I dont know if there is a way to render backwards, BUT !! if you set the same render output path to some network directory for every machine and tick/check Placeholders and uncheck Overwrite you can render with both. it works like this: if a machine starts a frame it creates a placeholder file and if the other machine tries to write the same frame it can ...


3

You probably didn't turn off Ambient Occlusion in the Scene context menu. Do that (and only that) and you get this: Also, if you change the background color to black (AFTER turning off Ambient Occlusion in the Scene context menu), the entire scene will be black (which will not happen when it is on). This signals that changing the background color will now ...


0

I ended up splitting the shader into places that need metal and places that weren't metal using a texture as a mask, then combined them into the same mesh and used a mix node.


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There is an addon to simplify the import from google earth : Maps Models Importer Article and video on how this work: Article, Thread on BlenderArtists, YouTube tutorial. There is also this addon to help import terrain, road, and flat building : Blender GIS


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You'll have to also assign the vertex group for some hair particle system parameters; In Particle Settings / Hair settings, open tab "Vertex Groups" and assign your vertex group for example for Density and Length.


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Following @moonboots' suggestion: If you select all the faces to be mapped identically, and U unwrap them together, with the 'Reset' option, they will all be mapped to the full (0,0) > (1,1) UV space. You can then line them all up together. The shipped 'Magic UV' add-on collection also provides an option to copy and paste UVs, either between individual ...


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I think you are talking about the Denoise node in the Compositor. https://cgcookie.com/tutorial/denoising-renders-in-blender-2-81 https://developer.blender.org/D4304


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In your Particle System, in the Render tab, check that the Show Emitter checkbox is on


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This sort of situation is why it is often recommended that you render to an image sequence rather than to a video file. Once all frames have been rendered you can quickly convert the image sequence into a video format. If blender crashes after 20 frames, then render 15 frames at a time. You could also use a script that will repeatedly start blender and ...


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I had the same and it ended when I disabled D-NOISE addon (from NVidia). Still testing though.


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I think i figured it out. Messing with the Volume Initialization (Volume, Shell, or Both) seemed to fix the baking issue. Thank you Yohello 1 for the response! I had the obstacle set to both, which wasn't working. Switched it to shell and it worked fine. Pretty sure volume worked as well, just not both. Hope this helps others too.


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