11

You can use an (epsilon) range around the desired contour-heights as the thickness of your contour-line, here using a Ping-Pong node to get a triangle wave in Z, and a Compare, with an epsilon around wave-zeros. Then you can modify the epsilon, making it smaller on shallower slopes, by multiplying it with the arccos of the Z-component of the surface's normal ...


5

In the Principled BSDF shader, the default Base Color is a very light gray. To make sure the surface absorbs no light, set the Base Color to pure white. (If you are using the Glass BSDF shader, make sure its color is white as well) I'm assuming you have a simple 1-node shader setup. If you have something more complex, it is possible that the other materials ...


2

I don't think you can have 2 world backgrounds that can be accessed separately by objects, however, you can "fake" it by mixing a Glossy Shader with your main Texture, and having an Environment Texture connected to the Glossy Shader (make sure to use environment texture and not image texture). Use the Reflection Texture Coordinate as an input ...


2

There's a setup procedure that happens when you render (subdiv/displacement, BVH calculation, etc) that is heavily CPU bound and uses system memory until it settles on the final scene data which is then copied over to the rendering device. There's a balance to be struck.


2

To get the adjustable boundaries, you need to make your camera active. Simply click on it in the Outliner.


2

At firts, thanks for the detailed answer, but the problem wasn't there. The scipt I've provided only creates 1 handler and it's fine. In my original script I've created a reset function too, that clears the app handlers if it's restarted or if it's already added. But I found the problem! --->IT WAS THE MOTION BLUR. The script was called multiple times as ...


1

I can't reproduce your issue ... so I would say for two reasons Enable Output Properties > Output > Image Sequence > Overwrite or try under Particles Properties > Cache > Delete All Bakes and Bake All Dynamics again


1

The code probably is working as expected, but it’s doing something else you didn’t know it was doing: when blender runs Python code, the UI stops. This usually isn’t a problem since most code finishes within a few seconds, but in the case of this code, render times are being waited on. So until all the scenes finish rendering, the UI would be frozen. I agree ...


1

Object Properties > Visibility > Check all the render box is checked. Also make sure all boxes in Ray visibility are checked.


1

Thanks to Christopher Bennet, Go to Render Properties Go to Color Management Change View Transform tab from "Filmic" to "Standard". Beware this alters the color scheme of the whole render; it's like changing a filter on a picture in instagram. So if you are a designer or someone who is super color sensitive, gl


1

It depends on your hardware. The BMW "blenchmark" should take however long it takes to render without you modifying the file. The idea of such benchmark is for folks to see how their particular hardware compares to other in similar circumstances, with the same scene with the exact same settings. The results are here: http://blenchmark.com/gpu-...


1

In short - you have to change Profile Shape to 0.5 With Segment = 1 it's fine ... ... but appears on 2 segments. Why? Because with 2 segments the beveled edge is split onto two faces and since your Profile Shape is set to 1 in generates back angle 90deg and only shading (Normals) stay smooth. There is still enabled Auto Smooth in Data Properties driven by ...


1

It is possible that you have duplicate geometry, or that the corners are made up of 2 unconnected faces. To clean up your mesh, you can try Mesh > Clean Up > Merge by Distance. This will "snap together" all vertices that are within a certain distance of each other. If this doesn't solve your problem, you might have to manually inspect the ...


1

This could be happening because there is no geometry to block the light. At 12AM, the sun is below the horizon, so the Earth should cast a large shadow on the city. In your case, however, there is no geometry to block this light, and so the sun is able to shine on your tower from below. You could create a huge plane at z=0 to emulate the Earth's shadow. ...


1

It is definitely a small bias of cycles. I believe that it is caused by cycles internal unit system. I tested the same thing in 3ds max with Arnold renderer and it works fine without black lines. Blender's default unit is meter which could lead to precision issues in close shot rendering. However you just cannot tweak this. The only fix to this is that you ...


1

Sharing this .py by Draise14 on GitHub that saves so much time and tears: Match Render Visibility, https://gumroad.com/l/sMNjc I made these little entries to streamline the workflow of visibility and rendering, because when working with many objects, the render visibility sometimes is not the same as the viewport visibility. When you hit render, things are ...


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