enable Shadow pass
change Cubes material setup of Alpha mode to Blend.
create View Layer for
and one for all objects to composit Shadow pass
The trick here is Alpha Blend mode in material. Objects with Alpha Blend are not visible for Shadow pass ... technically Im not advanced in this area to explane ...
Well, the problem is that you enable not an AO, but SSAO, and SS (stands for screen space) make a huge difference in your particular case. So what does SS mean? That means the AO effect limited to the zone that you have in frame. So if something is outside the frame, SS-effect doesn't know about it (Same for SSSSS, SS-reflection, SS-refraction as well) So ...
I hope this is better: Another way I just found is to deselect the "Show overlays" button in the top right corner of the 3D-viewport window. Yes, you can't see the cameras :(, but when you want to see a specific camera or show keyframes or something like that, you can just select it in the "outliner" window (the one that has all the ...
Alrighty...solution is much simpler than I thought.
Output Properties > Output > Color > RGBA
I simply did not have the output color settings to include alpha channels!
So in that case, holdout does indeed work in Eevee!!
You've uploaded a video in the Video Sequencer. As the Output > Post Processing > Sequencer option is enabled by default, it will try to render this video strip. Remove the video strip or disable this option.
This is a limitation of EEVEE because EEVEE is a
render engine built using OpenGL
and OpenGL does not support the ability to specify which GPU(s) to use for rendering.
Depending on your OS, driver support, and hardware configuration, you might be able to configure the driver to use a specific GPU for OpenGL when Blender is running, but there's nothing in ...
Full precision that you are after is possible with Cycles. I would definitely use Cycles for this. If you only need depth pass, you can set it up to render as fast or even faster than EEVEE. Just set the samples to 1 and bounces to 0:
You can render depth pass only in Cycles and your image in EEVEE.
It is not logical to choose the render engine based on the ...
Try using the Mist Pass.
Under Properties > View Layer Properties > Passes > Data enable Mist
Then, select your Camera, and under Properties > Object Data Properties > Viewport Display check Mist, then, under Properties > World Properties > Mist Pass, you can adjust the start and end points where the pass will be calculated.
I found the issue. Your Bump map strenght was too strong. Here I have some images:
I placed some random noise textures in the bump node and saw that the light of the sun reaches the backof it. This is because the Bump value is way too high. The same goes for the moon, except your moon uses a displacement value.
It's very easy to oversee this issue.
I you ...
The concept "color" of most peopel is a bit unspecific. Color splits in Chromaticity and Luminance. If you light something brighter you increas its Luminance therefor changing its Color.
As mentioned in the Answer about Shading... you can avoid this using a Shadeless Material.
Aditionaly in the Render stage your Colors go through a Color Transform....
Couldn't find a duplicate, but I'm sure similar enough questions have been asked.
[...] use lightning [...] without changing [...] colors in the image
Changing colors of a texture is called shading:
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the ...