The False Color view transform is defined in the filmic_false_color.spi3d and referenced by the OCIO configuration in config.ocio. In order to add custom 3D lookup tables as new view transforms, they have to be stored in the .spi3d format and the config.ocio has to be modified to references these new files.
Update 2020-02-17: The re-write of the tool is ...
Just for fun, you can also get good results with Cycles.
Glass shader with IOR = 1,6 (same as Crown glass used in microscopes)
And a rather simple microscope setup.
Original image with a tiny Suzanne
Magnified using a microscope
Diagram of used setup
Cycles, 100 samples + Intel Denoiser
I'm sure better results can be achieved by playing with ...
The comments already give you all the hints, you can use the default settings.
Add two lenses in between the camera and the objects.
Assign a glass material to the lenses.
With the lenses enabled, the object are appear magnified. To remove the distorsion, we would have to research about lenses. To remove the bloom (sorry), I would have to know the basics ...
One possible way is to use the Light Path node.
This hides transmission light - when light goes through glass
But keeps light dispersion - when light is scattered inside glass/waterdrops/steam
Example using a glass pane, Suzanne and a mesh light.
Note the light dispersion on the glass pane
You can use the copy location constraint. Give the spot light a copy location constraint and set the coin as the target and check the offset option so the spot light won't be exactly at the location of the coin but above it.
More info on manual: https://docs.blender.org/manual/en/latest/animation/constraints/transform/copy_location.html
You are on the right track
Check your version. The code below adds a lightprobe to the scene as expected.
Using python console
Add a new probe to the main database
See the options for type by deliberately getting it wrong (Or consult the docs) Note somewhere between 2.80 and 2.83 type ...
I made a similair setup and it seems to work for me.
As you can see, I also made use of a light source and put this inside the Sun sphere. There Are several things you need to check.
1) First of all you need to ensure if your light source has shadows enabled. You can check that out in the next image. Select your light source.
2) If you also decide to have ...
Since your render is black&white you can use this:
Set object material with Emission shader.
In Properties Editor > Render Tab > Film > enable Transparent
Enable Properties Editor > Render Properties > Bloom.
To control blooming you can do it here or in compositor with RGB Curve node (or ColorRamp) to make effect stronger or lighter.
I spent the better part of the day trying to figure out how to do this, and finally got it to work.
Here is my proposed solution:
It is using:
the initial sphere for the material
an empty that should be placed at the center of the sphere (not parented, you may use a constraint instead if you plan to move the sphere)
a sun lamp
3 drivers to check out the ...
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
Test code out in the console.
Even if you are going to use a script from command line always (IMO) a good idea to test it out in the python console. (D = bpy.data, C = bpy.context)
When adding an object via operator, the new object added is the context.object Notice the name below is not "Area" as there are already other area lights in the scene. Using ...
Ctrl+Num0 let you do that (kinda) :
Ctrl+Num0 set the active object (may it be a light, a mesh or whatever) as the active camera, then automatically switch to camera view. So, it do what you want to do.
But, don't forget that this object is now considered the active camera! So you need to select the preexisting camera and press Ctrl+Num0 again to come back ...
This solution is different to what you asked, but I think it gets the intended result.
The sun light itself will impact 'every' object without needing to be attached to every object. The sun has constant direction parallel rays regardless of where it is placed, unlike the other light sources that are relative to their position. So for example, in the ...
To know why this is happening, first you have to understand how alpha works. A transparent image(image with 0 alpha) doesn't mean it doesn't have any color(rgb values).
For example: A pixel can have red value of 255, green value of 100, blue value of 0 and alpha value of 0 (RGBA=(255,100,0,0))
In the both of your image, the RGB value is the same, but they ...
You can also do this through compositor.
Enable World transparency in Render > Film > Transparent
In Compositor, connect your new background image, and let alpha channel drive the visibility.
Don't forget to check ✓ Use Nodes
Enable World transparency
The reflection comes from HDRi, the background comes from external image.
I used smooth shading on the mesh, so the render hides the individual polys (as is the point of smooth shading). But the sun light only lights from one angle, where the polys outlined by the shadow are cast in shadow. The shading can't cast a shadow; my flat mesh does. Softer lighting as suggested by GibThom's answer would work. Fortunately it doesn't make ...