I think it's a problem of contrasts, you need to either:
Push up the black levels of your planet
Or decrease the medium values of your background so that the 2 elements work together.
Also, maybe it's weird that some fresnel comes on the edge of the planet that faces the darkest side of space, try to rotate it (not sure about that but it may work on the ...
You might have activated "Flat Shading" on accident. To fix this, go to the top right where the viewport display options are, click the dropdown and switch to "Studio" or "Matcap" lighting.
Studio lighting gives a clean look and is useful in many places
Matcap lighting gives many more looks to the object to help users see geometry more clearly. Click the ...
I know one way if you want a still image. It's kinda hard.
Render your scene with the black object as a red emmision shader with bloom. Then select only the that object and delete everything else and set the emmision shaders's color to black and also set the film to transperent in render settings and render again.
Then in the composite node editor, alpha ...
It looks different in the preview because there is an HDRI already set up for convenience.
In the world section, set the surface to Background, assign an Environment Texture to the color slot and then select any HDRI image you want to use:
Enable Scene Lights and Scene World to override the viewport settings:
Gif from: How can I render an object with ...
Are you having trouble when moving your object too? Because I had the same problems before. To solve, deselect everything in edit mode and then go to object mode. You can click to an empty place for deselecting everything or doubleclick on A fastly.
I think you could just make two layers instead of rendering all the things at once.
First, you could group your objects into collections. For example, with three collections as I have made. This is optional, although I think it is good to have things organized. In Collection 1 I have the cube with a green emission material, in Collection 2 I have a plane, ...
I would maybe try to limit the Custom Distance of this specific light (so it wont really reflect on the arm) + add a clone of that light near the ground to make it reflect there.
When I cant solve issues i usually try to fake them.
If you really want to stick with blender, you can check blender 2.79 that has a game engine that enables what you are looking for:
Otherwise there is also this project that enable game engine on blender 2.8: so you can use real time render engine EEVEE:
Notice in your reference image that there are multiple light sources clearly visible through the reflection on the gold egg. With any type of reflective/metallic object, having objects/lamps to reflect is important when trying to make the object not look flat.
I made a few changes to your scene to fix up the lighting:
I enabled smooth shading and auto-...
You can do in blender if your output has to be a video, image render or a 3d models, but if you want to create a self-working program that let other people navigate in the virtual museum as a video-game (with mouse and keyboard), I suggest to use other programs (unity or unreal engine).
I have decided to post my solution to the problem:
Always, if possible, make it so that something is occluding your light. That way, the shadows look nice.
From another angle:
Look at the bookcase in the bottom right of the image as a perfect demonstration of my example, as you can see the shadows intersecting from the lights either side of the bookcase.
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You'll want to use something known as Parenting to do this. Joining only works if the objects are the same type, and only on certain types of objects, for example meshes.
To use parenting, select the object that you want to be the follower, and then the object that you want it to follow. Press Ctrl+P and choose "Object". ...
There's currently no simple/automatic option in Blender to have light probes change/bake over time, so you have to do it via scripting.
Select the Scripting workspace
Create a New script
Copy, paste, and modify the below code: change the Path value to wherever you want to output your animation frames, and change the range of frames you want to output. The ...
The reason why the tunnel gets brighter and darker is because of the point lights that you've scattered across the tunnel. Areas closer to the lights (orange dots shown below) are brighter.
You can fix that by moving the lights with the camera instead of fixing the lights into a single spot. Delete all but two of the lights and parent them to the camera (...
You are using an Area light.
For area and spot type lights, the line visualizes the Custom Distance > Distance, regard of wether Custom Distance is active. You can change it with the Distance property.
If you would like to remove the yellow tracking blob "Look At", uncheck Look At in the viewports Gizmo settings.
If you are using cycles (or another render ...
The lens flare you refer to as "Light" should according to normal physics never be blocked by an obstacle. If you still want this effect tho, you should try to mask out the earth in your post processing. To do this, create a second layer in which you render your earth completely white with your background completely black. Do this, with either the emission ...
Incomplete node setup
Normal maps need a conversion before you feed them to the shaders. The black spots you are experiencing are not shadows, but an incorrect calculation of the surfaces normals.
A Normal Map node must be added between the texture and the shader.
As said in the manual:
The Normal Map node generates a perturbed normal from an RGB ...