9

You can use the Home button or press A to select all of your nodes and then use Numpad . to frame selected.


2

It was a noob problem. I had my local camera set to my camera, but the actual scene camera was my donut's icing...? I think Blender also bugged out, because when I reopened the scene, the regular F12 still image render had the same result. Anyways, how to fix it: Go to Scene Properties > Scene > Camera, then you can use the eye dropper to pick the ...


2

You need to reduce the 'End' setting to increase the number of volumetric 'slices' that are cutting through your volume. Eevee renders volumes by effectively sampling a number of "slices" through the volume and combining the results. The samples are spread throughout your scene starting from the 'Start' volumetric distance and ending at the 'End' ...


2

Yes it is possible, you just assign a material with emission shader to the faces that you want to emit light and they will(in Cycles render).


2

If the object is metal, then its brightness doesn't depend on how much it's lit. It depends on how much the environment it's reflecting is lit. You could place some white 'cards' or some such in the environment, strategically placed to be reflected by the metal. You could even use a Light Path node in their material to make them invisible to the camera.


2

When using transparency in EEVEE, make sure to set the material's Blend Mode to something other than Opaque. Alpha-Blend or Alpha Hashed should work fine. For some objects, you may also find things look better if you also enable Backface Culling:


2

this parameter should have been set to 0


1

You need to delete your lighting cache and rebuild it before rendering it again. Try with lower cubemap sizes, lower diffuse occlusion size, and lower cube size and cascade size for shadows. Haven't tried reducing the 'Dots' in Irradiance volume's , but do try if everything still fails. Also if possible, since most particles-related renders are related to '...


1

The problem here is Lens Distortion Filter you added in the Compositor. Because these distortions are calculated on color values (especially dispersion), the transparent area is taken as RGB 0/0/0 i.e. black. To get back the transparency, you could plug the Alpha output of the Render Layers node into the Alpha input of the Composite and Viewer nodes. Of ...


1

It's seems there are some problems with objects at distance if ratio between clip start and clip end is to big. Increasing clip start from 0.01m to 1m (both in camera and viewport settings) fixed the issue. I don't know if this is some sort of rounding error, but I hope this answer helps someone else...


1

Sure, use two Scenes You can specify the render engine for each of your scene. Then in the Render layer node you can specificy the scene to inspect for picking the right view layer. If you have problems in rendering multilpe scenes at the same time, visit: How do I batch render multiple scenes with animation settings?


1

I don't think that there is much you can do. To me, it looks like that large amounts of light in your scene are reflecting off objects onto others. What ambient occlusion does it it doesn't only let light fall from the lamp to the object, but it can bounce off objects onto others. This bloom effect might just be light bouncing off the wall onto other (...


1

Object Properties > Visibility > Check all the render box is checked. Also make sure all boxes in Ray visibility are checked.


1

Try putting one cube inside the other, and use a Material like this on your outer cube: Transparency can be a bit of a pain in eevee sometimes, so I opted for this form of shader graph to give you more control. You can change both the BaseColor as well as the Glossy tint separately (to get that slimy look), as well as change the IOR of the Fresnel if you ...


1

I just need to uncheck "ambient occlusion". It was making everything way too bright, even with low values.


1

It is possible to read an image in OSL using the 'texture(...)' call but it is not possible to write to an image directly from within OSL. For a 'life' simulation you need to be able to read the previous state while generating the new one and so the way to achieve this is to be able to read the previously rendered frame while rendering the current frame - ...


1

I didn't find a solution so decided to write a script. It uses my scene setup so there's no point of pasting the whole thing but I'll paste a pseudo code that explains my approach import bpy import time # disabling things def get_color_management_settings(): # returns some current values from scene.display_settings and view_settings: # look, exposure, ...


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