If anybody runs into the same problem in Eevee where the cpu is overloaded while rendering check your Compositing mode and make sure you don't have a Denoise filter on. It doesn't create a problem when you render in Cycles but it does put stress on the cpu when rendering with Eevee.
Three main things that I know about:
soft shadows are obtained by sampling large light sources using many small light sources. Low samples will "reveal" the point lights. This is the main downside of a low-sample rendering, therefore you should choose the number of samples based on how good your soft shadows look.
the direction of refracted rays also is ...
Here are 2 ideas based on the same principle: create holes in an Icosphere, put a Point light inside and surround it with a Volumetric Scatter cube (density 0.04).
The first idea creates "transparent" holes using a voronoi texture node setup and uses the "Is Camera Ray?" Light path node to hide the holes to the camera. Quite versatile as it can be used on ...
From the Blender Manual:
Being a rasterization engine, Eevee only uses the power
of the GPU to render. There is no plan to support CPU (software)
rendering as it would be very inefficient. CPU power is still needed
to handle high scene complexity as the geometry must be prepared by
the CPU before rendering each frame.
In short: ...
By default, some options that require extra computing efforts are turned off in Eevee and they must be turned on manually.
In the case of a refractive object, you must enable:
Under the Render settings, Screen Space Reflections and, within it, Refraction. manual.
Then, in each of your refractive materials' Material settings, you should enable Screen Space ...
Hey it's been a while with no response, so I figure I'll post my alternative in case anyone else sees this with the same issue. While soft body is nice because it updates quickly in real time, that's not a required feature for a project that you'll be rendering to video.
I was able to achieve nearly identical results using a cloth sim, without any glitched ...
You are using a particle system with hair and interpolated children.
Interpolated children in particle childrens have a count property which is different for viewport and render.
If you want the same amount of children (and the same results) for display and render, choose the same value for Display Amount amd Render Amount.
Here's an example of combining B over A (both images have alpha channels)
To mix the RGB (color) information use the alpha info of B to control the color mix (this would be the proper Alpha Over operation)
To combine the alpha channels use a color mix node and the Add operation mode.
Then plug the result to the alpha of the material node.
Make sure that materials is different. If it is not true, you will see a number near material name:
In this case press on digit to make independent copy
Next step - image node. Click on digit here:
Also mesh data can be linked:
So do you understand the rule? Remove all digits to make independent copy of material, image, mesh data.
One way would be to use the Oscurart Tools addon.
It can align origin points between multiple objects.
Enable the addon ✓ in Preferences > Add-ons
Select your objects (order matters) and RMB > Oscurart Tools > Distribute
Each cone has origin point in it's tip. After aligning, all the origin points are in line.
(The blue line is just for illustration)
You can make a mask with black and white (image or a gradient texture) and then use [Object] texture coordinate with an Empty selected to determine the physical location of that texture. You can then animate the location of that mask by either animating the mapping node location, or by animating the location of the empty itself. This also works for scale and ...
Check in "Render Properties > Film" and make sure Transparent is unchecked.
If you want to add a background color, but not have it affect the lighting of the scene you can hookup "Camera Ray" from the Light Path node to a mix shader.
I know of two ways of doing it.
A: Add a "time node" using animation nodes, and point in "frame" to some math node then to "color"
B: Use Key Frames on the Color ramp. Click on the first color, set to the frame you want that color to be, in the shader, mouse over the color bar, press I. Change frame, change color ramp color, mouse over color bar, press I.
Add a reference image
Blender can add Reference images, that are visible in the 3D viewport, but not in renders.
They're great choice for modelling, and have many options available.
Add > Image > Reference
Enable transparency in Eevee
To make a material appear transparent in Material preview, use the Alpha value.
Don't forget to ...
To get transparency working with other objects in eevee, you have to tick a couple not-so-obvious boxes.
First, in Render Settings, tick Screen Space Reflections:
And then under screen space reflections, tick Refraction.
Then in the material menu of the transparent object, tick Screen Space Reflections:
Then adjust the refraction depths slider just below ...
Since you're asking about the viewport, looks like volumetrics is the only option for now. It's very fast though and easy if you attach the volume scatter to the world shader.
World tab, check "use nodes"
Shader (Node) editor, select world instead of object
Add volume scatter (try density between 0.01 and 0.1) and plug into volume world node.