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You probably have two different settings for your view port clipping and your rendering camera clipping. To check the one in your view port (in Blender 2.8+): press N , select View and you have Clip Start and Clip End. To check the one used by your camera select the camera object, go to green Object Data Properties and in the panel Lens. By default, they ...


2

I found the solution! I had apparently left a sun light source within the project, having hidden it and not deleted it. After having deleted it, the render came out perfectly.


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The "real" cause of the issue, is the subdivision modifier: As the subdivision levels does not match in viewport and render, the cloth cash is not valid when rendering. Turn the *render subdivision levels" to 1 and that will be ok.


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Your active camera has Depth of Field enabled and the focus is controlled by the object camera DOF. But for some reason, your camera DOF is in the nirvana. If you select it and try to grab it with G the location is nan(ind)?! Similar to this question nanind-m-location-for-camera. (Honestly, I don't know how to fix this.) I just would delete the bad object, ...


1

Creating 2 Light Probes (Reflection Cubemap and Irradiance Volume) brings you close to Cycles result. And enabling the material Screen Space Refraction and the Render > Screen Space Reflections > Refraction seems to give a bit of additional reflections:


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If the pixels only occur after you import your video into iMovie and not in the rendered file on your computer, then it is probably an issue within iMovie rather than with Blender. You can try exporting the scene as PNGs which you can then string together at 24 per second if you are looking for a different format to use. If the rendered scene looks okay when ...


1

This seems like a question about the performance of your specific components, which the Blender Stack Exchange is not able to help with as much. You can reduce the viewport sample number (the default is 16) to shorten the time that it take to render (as you mentioned you did). You can also reduce the render samples and/or resolution of the camera to speed up ...


1

The only disadvantage I see is that it will take longer (as you said) and your machine might run hotter due to the increased time taken rendering, which could after a while decrease the life of your battery, fan, GPU etc. The rate at which your cooling system(s) is running is a good indicator of how much the rendering may be slowing down and/or decreasing ...


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Generally, the keyframes (as the name indicates) of blender animations are based on frame numbers instead of absolute time. So if you render an animation that has been created with 30fps in mind at 60 fps, the video will be half the length. If you really want it to be 60 fps and you do not want to redo the whole animation, you could make use of the "...


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I managed to recreate painting with polygons by using the ideas from this paper. http://www.isaacbotkin.com/siggraph/ Here is my result: To achieve the hand painted look by motion blur, i used the displacement modifier and did a variation of the "Strength" over time. Also i did a little rotation of the monkey head during rendering a single frame. ...


1

Lumiere-V0.3-for-2.8-master.zip free addon corrupts render animation and pyton scripting and many other functions of blender I removed the free addon and reinstall blender 2.9 /2.8 Blender is in excellent condition


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