5

The problem that you have faced known as sorting problem: https://docs.blender.org/manual/en/dev/render/eevee/materials/settings.html#sorting-problem I believe you have exported images using Import images as planes, that sets transparent mode to Alpha Blend by default. When you are using alpha blend, it sorts objects based on object centers (origins), but ...


4

seems to me that you have some light object above and it causes the shadows. If you dont want shadow from the emission mesh Object, just uncheck "Shadow" Ray Visibility.


3

The check horizontal and check vertical matcaps are supposed to make objects look weird like that, in order to highlight deviation from horizontal or vertical. Your object deviates where it should. If you think your object looks weird try some of the default objects. Here's a UV sphere: Your object has good topology and reasonable UV maps. It looks fine ...


2

The Nishita model is described in the paper Simulating the Colors of Sky. The Blender Nishita Sky model is based on an updated version of the original model, but is very similar. The difference between a sky model such as Nishita and the use of an HDRI is that the sky model attempts to deal with the way the atmosphere filters the light. In a sky model, if ...


2

After a lot of testing, I have found a workaround - this happens even in a default project for me if I set Volumetrics>Tile Size to 2px. Setting it back to default 8px solves the problem. It's not intended behavior, but I'm glad I don't have to pick out faulty frames by hand in a 6min 60fps video! Cheers!


2

I baked my indirect lighting first and then added an ENV texture in, so that's why my viewport and my render was not able to capture the ENV light Solution: Just delete the indirect lighting cache and the viewport will show the ENV lighting again.


1

When I open the file, I can see that you are in Material Preview mode. Material Preview mode gives you a preview but don't take your world and light setups into account, so the render won't look like what you currently see, you'd better switch to Rendered Preview to have a better idea of what you'll see as final result. Also in the Render panel > Color ...


1

It looks like it's the Terminator Effect, Blender struggles to create soft shadows with the current lights (you have areas that project parallel rays and a point light that has a very low Radius value), you need to increase the size of a light, like the Radius of the light called Light, or select your object and in the Object panel > Shading, increase the ...


1

I'm not sure if this could be solved entirely within Blender, but you would start by baking the Shadow on the plane to an image texture. I'm not sure how you would process the amount of shadow on the final image, but here is how you can Bake a shadow map: Create the scene as intended, attached is a recreation of your screenshot Select the Plane or whatever ...


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