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Python script Change the path on line 3 src_file = "E:/tempmymat.blend" import bpy src_file = "E:/tempmymat.blend" D = bpy.data def main(): # find materials that you want to replace bad_mats = {m.name:m for m in D.materials if not m.library} # load materials to replace with with D.libraries.load(src_file, link=True)...


3

Presumably this is Eevee? It matters. It's not that the light is visible; its that the fog is illuminated by the light, and the light falls off with the square of distance-- so at a distance of 0, the brightness of the fog is infinite. Because the fog is sampled, at a fairly low resolution, some pixels will run through a very bright bit of fog sometimes ...


2

It looks like you're using Eevee (maybe clarify this in the question). There are two ways which you most likely have to combine to get "contact shadows". Go to the Object Data Properties of the light source which is shining on the object and enable Contact Shadows. Maybe this still doesn't look correct, try changing the Distance value for example ...


2

The issue is with Cube.010, which is hidden in viewports but not in renders. When you unhide this object (alt h in 3D viewport, object mode) you get a preview that's roughly the same as you render; when you hide this from renders, you get a render that's roughly the same as your viewport with it hidden. Look on your outliner for anything with an eye icon ...


2

The artifacts in the render are the result of Z-fighting between the strokes and meshes and it's just by chance you see the whole strokes in the viewport and not in the render. Z-fighting behavior is inconsistent. To fix this, set the In Front setting under the Viewport Display heading of the Object Properties. I don't know why this controls how the grease ...


1

Object Info > Random works with different objects. So when you join all objects, It becomes one object and Randomize will give only single value for that. If you do not join objects into one then Object > Random will work. If you want to join all objects, What you can use here is Geometry node's Random per Island input. Keep in mind Random per Island ...


1

So I'm not sure there's any perfect solution for your problem, but here is a trick proposed here by Bibi. If you disable the Show Backface option you'll get rid of the artefacts that you're talking about but you won't see the glass surfaces by transparency, so you still have a problem: The trick is to separate your glass object in two separate objects, the ...


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STEP 1 select your mesh , go to properties tab and to the modifiers properties(the wrench). STEP 2 click add modifier and in the drop down select decimate. STEP 3 Go to unsubdivide option and increase the iterations and as expected it will unsuubdivide your mesh. STEP 4 to disable it in your renders select the camera so that an 'X' mark appears in the ...


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