I assume you are using Hair Dynamics for your Particle System to simulate the movement. Thats really the only way I could think of making this effect. The problem is that you need get the velocity of the particles from that simulation. As far as I know thats impossible, because the particles are not moving at all, they are just "bending". The velocity of ...
A method to get believable light interaction with the environment, is to recreate the environment.
I have chosen this template image. The process will be the same for moving, tracked footage, but the tracking must be very accurate.
I chose this background image by Hans Weingartz - Self-photographed, CC BY-SA 2.0 de. Click to enlarge.
I have recreated ...
In Cycles or Eevee, that can be:
It uses the light path, testing if it is a ray from the object to the camera: if yes, the transparent shader is used.
For Eevee, you need to set the blend mode to alpha blend:
You can use the Noise Modifier: just increase a lot the strenght of the noise and the add a Limits Modifier, to clip the values between 0 and your maximum desired value
This is the quick and easy way. If you want more control you could use nodes (I am thinking of a noise modifier applied to the value of the strenght of the an Emission shader, using Greater ...
Eevee is not a physically accurate render engine and employs a number of 'shortcuts' in order to get realistic results with minimal render time. One of these shortcuts is Screen Space Reflections (and Refractions).
As implied by the name, Screen Space interactions are dependent on what is visible on the "screen" (effectively the camera) so anything outside ...
If you want to have absolutely no light interacts with the surface, just unplug everything from the material output node.
For a Lambertian surface rather than a completely flat one, you could use a Diffuse shader set to completely black.
If you wanted it have a combination, you could mix the Diffuse with just... nothing... and then adjust mix factor to ...
You can do this with the Light Path Shader Node.
EDIT: Do note that I what I posted works with the default settings in cycles, but EVEE reflections behave differently so it might not be the exact same.
Here is a basic shader setup that prevents reflective surfaces from seeing your object. In fact it prevents it from casting any reflected light ...
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:
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 ...
You don't need volumetric shading to do this - you just need to return where surfaces intersect a 3D texture space.
To make a solid color cube:
The Geometry node returns the 3D coordinates of the point being shaded in World space, measured in Blender units from World 0,0,0. As a first shot, all we have to do is plug the X, Y and Z values straight into the ...
Alpha masks will not work for this
Alpha is for blending one image on top of another so it will not work with light, because light should be added, not blended, but you can separate only the light information.
Separating light information
To separate light going through the glass object you would need to render it and then render a version without it. In ...
You set the "Clamp Direct and Clamp Indirect" to a very small number.
Here is a screenshot with,
Clamp Direct = 1, Clamp Indirect = 10, Sun lamp strength = 2.
The documentation for these settings is here https://docs.blender.org/manual/en/dev/render/cycles/settings/scene/render/integrator.html
Clamp direct will make all light values larger than the set ...
There are various ways you could probably achieve this effect - one is to use a Refraction shader to allow light through in a specific direction and to scatter based on Roughness using the following setup :
Here the Diffuse shader provides the basic diffuse surface and the Refraction shaders are added to this to show through the illumination from behind.
since the array is an exact copy of the first object, I don't think there is a way to do what I understand you wanna do. What I suggest is copying the object with array (to keep it in case), then apply the array.
Without separating your object and materials, you can animate the light changes with a texture that, depending of the UV, will either light up or ...
I'm a beginner, yet I think I know your answer.
In the real world, your camera is an object that blocks the light. The Blender camera is more like transparent. Thus, the light is not blocked by it.
Try creating a black plane about the size of the camera, and place it just behind the camera.
The answer for the question is quite simple - Diffuse setting, but the main problem might be the scene light setting, as part Why do this behavior happen? explained.
You can change the diffuse setting in Properties Panel > Object > Cycles Settings >> Ray visibility : Diffuse
The color you see is mainly from the diffuse ray in that ...
Use the Glare node in compositing, or design your own via a threshold and blurs. Use appropriate alpha encoding and handling and you'll be well on your way without much effort. 99% of the battle is knowledge on the latter aspect of alpha.
Dot Product and Fresnel
In your nodes you should consider the dot product node depicted in the image below or fresnel node
VectorA • VectorB
computes the strength of the parallel component for the two vectors as a scalar.
VectorA and VectorB are normalized for ease of understanding.
A result of [1.0] would mean the vectors are parallel
A result of [...
Yes, there are a couple of ways to handle these problems in EEVEE.
Thicker geometry reduces the problem:
Increasing the Shadow Exponent value on the spotlight makes the fade shorter.
Adding contact shadows fills in the fade:
It should however be noted that Contact Shadows are created with the depth map and may create undesired artefacts....
You can do it the same way you animate most other quantities in blender. Go to a frame, set it to the brightness you want, then right click on the Energy slider and click Insert Keyframe from the menu. Go to another frame, change the value, and insert a keyframe again. Then it will automatically animate the brightness between those two points.
Below is an ...
Color Ramp, nor any thing in Blender, is pixel managed.
As a result, I believe the Color Ramp is taking the scene referred 0.0 to 1.0 range and clipping it, which is leading to the harsh cut transition from 1.0 scene referred onwards.
The complex solution is to mangle the data going to and from the Color Ramp. The more elegant and powerful solution is to ...
You can control HDR Background node in the Shader Editor too.
Open the Shader Editor and, in the header, check Use Nodes and change the Shader Type from "Object" to "World".
Search for 3 nodes: Image Texture, Background, World Output (if not already exist).
In Image Texture, open your HDR image. Connect the Color output (Img Texture node) to the Color ...
There is nothing extreme about the values. You should not worry about them. Those are only numbers. It doesn't matter if it's 1 or 1000000. The proportions matter more - if you have sunlight in the scene it should not be dimmer than light from a light bulb and so on.
If it is more convenient for you to work with some specific units you can adjust the ...