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5

I think you're just seeing the difference in shadow rendering quality between preview and final render. If I load your scene, the preview looks similar to the above: but a true F12-initiated render looks far better:


3

You are using Cycles as your rendering engine. Only EEVEE has that shadow setting panel: Things happen a lot between Cycles and EEVEE, beware of what engine are you using.


2

Click this little Funnel icon in your browser to open the Filter setting, see if this Icon is on or off. You probably set the light to be Invisible in the viewport, i.e. the Monitor Symbol, and then reset the filters to just show the icons for visibility, i.e. the Eye.


2

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,...


2

You need to enable your world shader in the Viewport Shading tab. Check Scene World to use your environment texture. Check Scene Lights if you want your lights to show in LookDev mode.


2

If this is happening with a "Sun" type light, you want to select the "Light" object in the scene, and in its Object Data Properties Panel, adjust the Shadow -> Cascaded Shadow Map -> Max Distance setting. Even though this appears in the Light's properties, as per the manual, it's related to camera distance: Cascaded Shadow Map -> Max Distance. ...


1

Welcome to Blender! It's a big, complicated piece of software where lots of things can go wrong, and it takes a lot of practice to get used to it, so no real surprise that you had a tough night working on this. In the posted .blend file, the "inner crystal" had no material, so maybe you uploaded it before shading it green and blue. The "outer clear part ...


1

There is a setting to disable shadows per material. But it seems to have more disadvantages compared to Cycles. But it should work in your case. You can also use compositor to remove shadows and more. The key things here: Object render visibility is an object setting. Collection visibility is a view layer setting. Transparent is a scene setting Two ...


1

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 ...


1

Just so this question has an answer for anyone else who might find it: Select the light in the viewport by left clicking on it - it should be highlighted in yellow. press g, then move your mouse to move the object. If you want to move it along a specific axis, you can press g, and then press, for example, x, to move it along the x axis. if you want to moe ...


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