The slight deviation in color is caused by dithering. If you want save accurate values for non-color data, then you have to:
Set Dither to zero in Output Properties > Post Processing
Use one of the following options: Set the View Transform to Raw, disable Save As Render in the file browser or save as OpenEXR to by pass the color management. The latter is ...
Don't use ID Masks
Just don't. They have little use, this is a really poorly designed feature. You simply cannot make a good mask with a 2bit color depth image.
Cryptomatte is the solution
Look into using Cryptomatte. You need to enable it's layers in the View Layer properties tab:
You can then get any masks easily using Cryptomatte node in the ...
If you have several layers, every layer has an "Use for Rendering" option. Tick this on all the layers you want and untick all you do not need. That's it.
The python property is ViewLayer.use, which you can access for each layer per data-block: bpy.data.scenes["Scene"].view_layers["LayerName"].use or per scene in context: bpy.context.scene.view_layers["...
Go to Render > View Animation or use CtrlF11:
To know the output location check Output Path in Output Properties. (You may have changed this accidentally)
On Windows 10, the full path to output folder is displayed on the title bar of animation viewer
Set ViewLayer.use for all view layers based on render layer nodes
Iterate through the nodes, get the Render Layer nodes used in comp, read their RLayers.layer property and compare against Scene.view_layers. If part of the list, set each ViewLayer.use property to True, else set it to False:
C = bpy.context
# List of render layer nodes
The reason there's no error in the displacement in EEVEE is that there is no displacement in EEVEE.
So, if you like what you see there, the simplest solution is to unplug the displacement. But that's not an explanation of what's happening.
If a vector is plugged straight into the Displacement input of a Material Output node without going through a ...
You have 3 options;
Make whatever is in front of the object semi-transparent.
Render the object, then render what is in front of it (each perhaps on their own render layer), then composite the two renders in the compositer.
Move the object closer to the camera than the object that is obscuring it.
As far as I know, there is no "z-offset" setting for an ...
here you can find a way to check what area of the screen takes more to render:
Render layers node is used in combination with Color ramp to show the longer pixels to render.
Another way to check what is slowing down your render is to disable all objects and re-enable one by one ...
This sounds at first as if some drivers are not installed in the optimal version or sth is missconfigured.
If you are an inexperienced Linux user, you will have a hard time avoiding independent google and building up a certain technical understanding. Part of this is to better isolate your problem than "... my system lags, Blender ...
The materials preview is not, by default, an accurate read of your lighting because it uses an HDRI (high dynamic range image) to create the reflections you are seeing in the preview.
To fix this, open the Viewport Shading drop-down menu and (with Material Preview selected) you will see the two checkboxes for Scene Lights and Scene World. In this window, ...
Viewport shading is only preview, that means the HDRI when you uncheck the world lighting will not be used in real render. So if you want to use HDRI, the correct way is to use real HDRI from World properties, change the color to Environment, select HDRI that you have (you can download from HDRIhaven.com or use the one included in Blender (I think they are ...
It's not the donut - it's the material you are using. Whenever I choose other material the scene renders just fine, but with material nomber 3 and 6 everything goes black.
It has to do something with the nodes you are using because when "Use nodes" is checked - it's black and when it's not checked it's normal.
My advice is not to use these materials - make ...
I've recreated your scene, and after examining the renders, it seems that the HDRI/Scene that you've created for lighting is causing the dark spots;
Try using another HDRI, or rotating the view, to see what I mean. I'm using this HDRI;
Which can be found in various resolutions here;
I see. Forgive ...
In the object settings, uncheck "Camera" under "Ray Visibility";
This setting removes the emitting object from view (while leaving it's light) regardless of whether you are looking through a camera or the normal viewport.
I downloaded the OBJ file and imported it, and sure enough;
I've seen this issue before. I don't know if it's the default in blender, but my "Clip Start" value was incredibly small (0.01m). I changed it to 1m, and the model looks fine now;
Edit: It's also worth noting that this model is massive. I scaled it WAY down to work with it originally. However, I ...