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-Low Texture Resolution / Light with Specular = 1 -High Texture Resolution / Light With Specular = 1 -High Texture Resolution / Light with Specular = 0 see if tweaking any of these values solvesyour problem


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If your problem is that the light is too small, then changing the radius setting in the properties should fix your problem. If it is too weak, you should change the power setting. If that doesn't answer your question, please specify.


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I like the effect you have managed with your solution. You can use a shader in Eevee with the node setup shown. The inputs on the left control intensity, scan (vertical offset) and focus (sorry I forgot to rename this one). Thhis can be modded for different scan orientations using the mapping node. Ad endum Thought I would offer some explanation on this,...


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I end up with a plane with Bool modifier and Wireframe modifier. Here is the setup: Create a plane which is big enough to cover the object you need to scan. Apply a Boolean Modifier with Union option and select the object. Add a Wireframe Modifier to it and set the thickness to desired amount. Setup the material of the plane with emission or something else ...


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You could merge multiple renders and or use cycles. But if the end effect you're going for is just abstract smeared lines, build them using curves and turn up bevel. On the material, mix a transparent and a emission shader to create a similar effect. and with eevee change the settings -> blend mode in the material to alpha blend. This method will give ...


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Properties Editor > Render Tab > Select Eevee Render Engine Properties Editor > Material Tab > Settings Drop-Down > Shadow Mode > Select None


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The Clamp node is available in Blender 2.81


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I believe I see the problem: the Color Ramp's alpha information is available (in its second socket), but is not being passed on to the surface shader (only RGB, not RGBA, is being forwarded to the surface values). If we're willing to move back into shaders before the final render (as opposed to the raw color-to-surface pipeline), then we could switch from ...


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we have several builds that recover BGE/UPBGE for Blender 2.8. UPBGE has the possibility to input/output to a decklink card. In this link (https://mega.nz/#F!t9EEFSaS!JPiOPSInCZyU-SW_-rhEOQ) builds from 2019/11/04 have decklink activate: Maybe we need to update decklink examples (as in https://docs.blender.org/api/blender_python_api_2_78b_release/bge....


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Did you ramped up the multiply on the attribute node, like this: (this is on the domain material)


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I just followed the method in that link: you can use add shader in the end but results were not good so I used a mix of 50/50 you can use a light path node with out put of is camera ray to get rid of shadows. works in eevee too but you should enable ambient occlusion + make the shader show transparency + adjust the color ramp. if adjusting color ramp is ...


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As of July of this year, you can't bake Eevee-specific elements to textures, since Eevee itself doesn't support baking. There's a discussion about this on the blender community page https://blender.community/c/rightclickselect/X0dbbc/ The main takeaway from the original post there is; "Baking isn't currently available in Eevee in any form." -...


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it was just the intensity of sun light was too much, and you can increase the focal length of the camera to get more sharpness. enter image description here


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I ended up splitting the shader into places that need metal and places that weren't metal using a texture as a mask, then combined them into the same mesh and used a mix node.


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For stencil effect you can use a simple mix node, driving the mix factor with the alpha value of the image (if it has one) or using the black/white values as in my example. Black in the mix factor input means use the upper image (color 1 socket), white drives to the bottom (color 2 socket). Use a color invert node if necessary.


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To expand on @rjg's comment, your aspect ratio (just below the image dimensions) makes your image's pixels non-square, thus squashing the final result.


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Well, was able to find a .blend file on the internet that was working and compared the solution with mine. what I was missing: On Volumetrics, change the "End" from 1000m to 100m


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This is not a bug, it's simply the current limit because the underlying data type is short. You can retrieve the upper and lower limit for the property through bpy.context.scene.node_tree.nodes["Time"].bl_rna.properties["frame_end"].hard_max and bpy.context.scene.node_tree.nodes["Time"].bl_rna.properties["frame_end"].hard_min which are 32767 and -32768 ...


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Pretty easy faking colored caustics in cycles mixing a transparent shader and a Glass/Principled Shader with these nodes. However that trick does not work in EEVEE You could create it by using a color ramp on the surface material or a projection of color on the shadow if it's a still image it's a crude hack that changes the surface instead. like this: ...


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Solution! Render Settings > Film set Overscan to Active It seems that Blender trimms the area outside the camera frame and dosen't consider this informations. That's the origin of the problem. A falloff starts form there. The overscan option let some information outsite the camera frame and the effect dosen't occure. Why this musst be like that - I don't ...


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