# Tag Info

## New answers tagged cycles

2

Single face displacement will only get you so far. Just to illustrate. Single face displacement The image texture is used to "extrude" the original face. Notice the incomplete rims, rough appearance, and high required geometry. Faces: 1 000 000 Multiple Faces Three faces on top of each other. Displacement is used on the middle face only, to creating the ...

0

I would make the squiggle with a separate mesh in between the two side planes. If you do still want to use the displacement modifier, you will need to use more subdivisions or a higher resolution mesh. Hope this helps.

0

These are the most possible errors which are causing this:- 1. Try updating your graphics card drivers to the latest version. 2. Check and increase the VRam and ram which blender is allowed to use by going into your user preferences. 3. Check your VRam which is given to your graphics card by going into your computer's bios from start screen.

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Pink usually means that image texture path is lost (it requires re-linking). It might also be caused by wrong or missing Texture Coordinates mapping (material nodes)...

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.

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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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 ...

0

When you export meshes with such issue to FBX, and then re-import the FBX, such edges are actually marked as sharp (which they weren't before). you can also easily remove those with Blender's clear sharp edges function now - so this seems like a bug to me. This is a 3D model from Daz that I am using in Blender which presents the problem: As seen in the ...

-2

Get glass material from: http://blendermada.com/materials/?engine=cyc&category=glass&keyword= Is it Cycles or Eevee? Refractions and reflections in Eevee are not so great. Use Cycles if is a still photo.

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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/...

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

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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 ...

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Looks like (with the help of @iponoo @zeauro & @ kologe from blender artists & blenderchat), it is possible. Here's the smoke shader, that works with the mesh shader to produce a WPP for both smoke and meshes- It works well enough for me to do a bit of 'deep' type comping- https://youtu.be/xgCA-D4ukJk In the video the smoke seems to be respecting ...

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 ...

0

This could be related to the Windows TDR feature. There is a nice documentation/tutorial from the Substance Painter people.

3

This is trivial to achieve using normal based effects like Fresnel. You can use it both for the color gradient, and the shader transition from glossy to emission shader. A layer Weight Node should give you both the Facing socket for the colors and a Fresnel socket for the shaders. Drive it through a Color Ramp node to control the color progression ...

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Something like this could get you close. There's lots of tweaking you could still do and this isn't physically accurate in any way, shape or form. Play around with the Mix Shader inputs and the IOR settings of the Fresnel nodes.

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Thanks to @robert-gützkow I managed to debug the issue. It turns out the solution is to: Use an emission shader in the material to be baked. Use Combined bake mode instead of Emit. (see image below)

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Note: This is only a partial answer, since more information were provided in the comments after it was written. Color management is nonetheless relevant for a correct output. The reason your correct value of $0.5$ is saved as $0.735357$ is because you're using the Standard view transform and your Display Device is set to sRGB. The scene linear values are ...

2

I found the solution. Select the Point light object. In Object Property, under Visibility, try the settings below. It works for me.

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One possible way is to use the Light Path node. This hides transmission light - when light goes through glass But keeps light dispersion - when light is scattered inside glass/waterdrops/steam Example using a glass pane, Suzanne and a mesh light. Note the light dispersion on the glass pane

3

You're compositing the blue background in. Enter the compositor and either mute the Mix node or remove it.

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In properties / dimensions / resolution you can chanche the resolution from 100 to 0 , mayby setting it to 10 % and look if it is ably to render something with that setting. if it can , it is possible that your render is just too heavy .... and you should consider renderign your scene in parts ... I think in newest version they are couled passes ... using ...

3

For now Intel's OpenImageDenoise is superior to all the other ones. From the release notes: Compared to the existing denoiser, it works better with more complex materials like glass, and suffers less from splotchy artifacts. It also gives better results with very low numbers of samples, which can be used for quick previews. It's just a post process so ...

0

You should probably reinstall blender. The reason your screen goes black is probably because when blender "crashes" he starts to pull huge amounts of ram so keep your task manager open and before he eats more than let's say 80% you force close it. If the problem keeps happening I can't really help you much. It's probably some system error.

1

Adding to the previous answer, the displacement mod is definitely what is causing the problem. If you look at rendered/material vs. solid, the displacement UV is making the texture (brick) look huge, while in render, the texture is much smaller. I would fix this by removing the displacement, subdividing the plane and doing like said in the previous answer, ...

1

As @RobertGützkow already mentioned in the comment, you have not only selected your GPU for rendering, BUT also the CPU. Selecting GPU Compute makes Blender render with all selected devices to speed up the entire procedure, while sometimes it is faster, it may even be slower, depending on the render and the devices as well as the render performance settings ...

0

Some processes have to be done by the cpu. At the latest if it comes to filling out the quads with picture while rendering your gpu should start working.

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The working solution was to use BOTH the Sound From Sequence and Sound Spectrum nodes in place of the Evaluate Sound node. Since AN no longer requires baking to animate a mesh to sound, the Bake Sound node I could just delete entirely. Step 1 remained the same, and here's a shot of the updated Step 2:

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Use the msgbus There is a relatively new and mostly undocumented feature of blender that fires a callback when a property is changed. Check if your version has this feature in python console. >>> bpy.msgbus <module 'msgbus'> Related https://developer.blender.org/P563 Origins to the down of the object by default How to get an event when ...

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In each layer, I toggled the other in the "Exclude bitfield", which is in the "Render Layers" tab. Still slightly confused as to why this fixed the problem, but it works.

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The False Color view transform is defined in the filmic_false_color.spi3d and referenced by the OCIO configuration in config.ocio. In order to add custom 3D lookup tables as new view transforms, they have to be stored in the .spi3d format and the config.ocio has to be modified to references these new files. Update 2020-02-17: The re-write of the tool is ...

3

The culprit is this musgrave texture : I set the dimension to 0.4 and the patterns disappeared. Try never going so low with the dimension parameter because it causes repeating patterns.

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As @thibsert implied, it seems to be the video-codec which creates the problems. If you change it to e.g. H.264 the problem is solved.

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For reference: Blender 2.81+ includes the shader ball as part of the material preview, so you do not need to download the .blend for it. It is extremely helpful, (and quite realistic too), for showing materials.

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Three ideas, that might help here. Don't underestimate good lighting. Use HDRIs, to add complex reflections. Count your brick pattern :). It's 11 bricks high, Running Bond pattern, each brick roughly 1:3 ratio. Read more about the Brick Texture node. Add depth. Nothing is flat in the real world. Use Bump or Displacement, to make your material feel real. ...

1

I used smooth shading on the mesh, so the render hides the individual polys (as is the point of smooth shading). But the sun light only lights from one angle, where the polys outlined by the shadow are cast in shadow. The shading can't cast a shadow; my flat mesh does. Softer lighting as suggested by GibThom's answer would work. Fortunately it doesn't make ...

2

Since your render is black&white you can use this: Set object material with Emission shader. In Properties Editor > Render Tab > Film > enable Transparent Eevee — Enable Properties Editor > Render Properties > Bloom. To control blooming you can do it here or in compositor with RGB Curve node (or ColorRamp) to make effect stronger or lighter. Cycles — ...

0

It was the normal map. Always use color space on non color...

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I had this issue before when rendering an animation. The solution is to simply decrease the tile size under performance.

1

Maybe try changing the world lighting so that the shadows aren't so dark. Softer lighting seems to be a solution to this problem.

2

I've had a similar problem today with an object I created using the screw modifier. It turned out that for some face loops the normals were pointing in the wrong (opposite) direction and especially the bottom of your object looks to me as if it needs some normal recalculation. I suggest enable the display of face orientation to verify.

1

This is caused by a reflection of the background world behind the plane. If you change the world color, or increase the size of the plane, the blackness will disappear.

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I've got some results using this method: emission + inverted ColorRamp. Using Eevee + Bloom the result looks immediately better, but I still have to fine-tune it for cycles. Problem is that either the light emitted is too weak or the bulb gets too white. I've also tried Filmic Blender with similar results.

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Blender uses the OpenGL format. This image shows an optimized version of normal map conversion, because it doesn't convert between number and color, so it is faster with Cycles and EEVEE: This second picture shows how you can recognize OpenGL normal maps just by looking at them. Notice, that on OpenGL normal map it looks as if there is light shining from ...

3

Blender 2.81a Cycles - simply Mix render Alpha pass with Glare and plug into Output node > Alpha socket. Worked with PNG 8-bit RGBA format. (Doesn't has to be OpenEXR.) Note: Viewport vs Render F12 issue persist, from devs side -missing transparency of emission in alpha channel is as designed, viewport is broken.

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you should be seeing this if you are selecting all objects and pressing w in the scene. What are you seeing? maybe post a picture of what you see, so I can help.

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Three things for this to work Proper UV maps (main reason) - your imported objects have broken or even missing UV maps, so the displacement doesn't work - to solve this, select all faces of the mesh and go UV > Smart UV Project Connect Displacement texture - your node setup is very... unusual :) - you need to connect your Displacement Texture directly ...

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