It seems that during rendering you need to use the depsgraph so that you obtain an evaluated object.
Don't know why this is not useful when just playing the animation.
So add this line:
sun = sun.evaluated_get(depsgraph)
In the complete function:
def sun_handler(scene, depsgraph):
if "Sun" not in bpy.data.objects:
You will have to mix the final shader with a transparent shader and use fresnel node as factor(fac) value, then you can use fresnel's ior value or a color ramp for controlling smoothness and area to be cut.(Switch color ramp to B-spline for smoothest transition you can have.)
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 ...
I discovered that this is a known issue of Blender 2.81. Seems to happen when 4 or more 3d noise texture nodes are used.
Bug details: https://developer.blender.org/T69776
With Blender 2.82 Beta works properly, at least in my case.
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/...
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
Use a texture to drive a bump node. Plug Bump's "normal" output into the normal input of the Principled BSDF node. I can make a voronoi texture small enough to represent closely packed balls or bubbles. Then I can colour them as a group with a noisy texture. This hides the fact that each ball is not really coloured. Finally I use a 4D texture to animate the ...
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 ...
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.
The only reason for this warning is that Blender is trying to read a TIFF.
Objects are not the only things that might use TIFFs. You might check your skydome or environment texture. If you have BlenderGuru's Pro-lighting Skies, then it's probably loading TIFFs at some point. You may have some other addon that uses TIFF images.
If you can upload a copy of ...
I suspect the image textures are scaled down. The light marks are the "background" color of the image texture you are using. They appear precisely where your seams are.
I'm sure there is some setting that does this and it may not be a default setting.
You could work around this by dragging in the seams in your image texture more towards the center or maybe ...
When using glass, it is usually better to use cycles to get a more realistic look. However, there is away to achieve a "cycles glass look" with EEVEE.
First, you can either use a principled shader and set the transmission to 1, or you can use a normal glass shader.
Then, check Screen Space Refraction in the settings dropdown.
In the render tab, check the ...
According to Blender at
https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html in paragraph 3:
As of now the light cache is static and needs to be computed before rendering. It cannot be updated per frame (unless via scripting). This limitation is being worked on and will be removed in future versions.
What I would do is this:
Instead of using smooth-surface to smooth the object, adjust normal-smoothing angle
Here are the steps:
1) Go to edit mode with the fan selected, and then go to Mesh > normals > recalculate outside.
(This is to ensure that normal-smoothing will not ruin the topology.)
2) Right-click (2.80+), or select smooth-shading on the left (...
The viewport has still several update issues. Scrubbing the timeline back and forth and jumping to the first frame ShiftLeft Arrow can help forcing the viewport to update (sometimes).
To make sure the particles are rendering as expected I always enable Disk Cache and Bake all Dynamics (Particle Properties > Cache) before rendering, which works in this case ...
Check 'Clamp' on the first one and add a 'Map Range' node between the value and the 'Fac' of the second one. Check clamp on it and set its parameters: 'From Min' to 1, 'From Max' to 2, 'To Min' to 0, 'To Max' to 1.
If you want to make the object transparent, their are 2 ways to do that:
Use transparent material (as you have already used), Add it to a mix shader whith the respective shader you want it to mix with and change the blend mode for the object to "Alpha blend".
Now, you use this method when you want to create an object with just transparency, that means ...