New answers tagged

1

The viewport has to recalculate and redraw multiple times to give you a real-time display of your changes. When rendering, this should only happen once per frame during the initial scene build, so the difference should be negligible.


0

You mentioned doing it with multiple renders. This can be optimized beyond what you imagined (but still requires 3 images, in 2 separate renders, for every frame). The first thing we'll do is set up an AOV. For our video monitor, we'll output UV in this AOV. For everything else, we'll output RGB 0,0,1.0. This will let us distinguish between the screen ...


0

For your smoke domain, in Object Properties/Visibility/Ray visibility, disable Camera:


0

Turning off border rendering (render region blender 2.8) in Rendering -> Properties -> Output properties fixed it for me. I recall playing with menus and the hypothesis is that I checked it somewhere along the way to cause that problem in the first place. Note: it is a solution with picture for border rendering not supported issue which I encountered ...


-2

First make sure: The World space is right. If the light is to far away from the object, it doesn't light anything up. The light is in the same collection as the "lit" object (or linked to it)


2

A simple Emission shader will draw the exact RGB selected on screen. Use this for both materials. Then, make sure to turn your samples all the way down as that's what's really going to make a difference. Consider reducing the detail of your circles, especially if they are spheres.


3

I think it's important to mention, focal length doesn't affect how the sphere is perceived, other than it's apparent size. That is, changing focal length alone, doesn't affect the "fish-eye" effect. Increasing the focal length moves the sensor away from the pinhole, making it see less. What really alters the way an object is perceived, is the ...


3

Yes it is possible but I am not entirely sure what exactly are you looking for... you can use a spherical gradient like this and this could be your starting base... use some plane as a reference object while using it on the more complex objects like this cube:


1

Check out the Grading Texture in the shader editor with set to spherical. For an indipendant center set the Texture Coordinate to Object and use another object as reference.


4

Nothing is broken, here, this is an intended design. Camera view allows you to zoom in or out without permanently moving the camera object so you can close in on details or inspect the scene without exiting camera view. This allows you to keep your carefully crafted camera position, possibly even animated, while zooming in on a specific detail of your shot ...


0

Increasing the number of samples to 256 in Volumetric setting in Eevee render tab helped me to get rid of the flickering.


1

Your normal map is set to sRGB. It's twisting your normals. use Non-color


6

Pressing ESC will stop the rendering process. However, if you are saving your render as a video file format your video may not be playable. In this case, I would recommend changing the render output file format to an image sequence like "JPG", "PNG" or "EXR". This will save every single frame as an image. You can then use ...


2

One way to generate a geometry like this is using arrays. Details for Blender 2.93.4 Add a torus to a scene and edit it to have a lip like shown below. Add an empty. Select the torus and add an array modifier. Modify the properties of the empty as shown below. This will cause the array to get smaller, rotate, and shift. For more details see Changing Size ...


0

Finally made it work. Mistakes that I made on the way. As Gordon Brinkman mentioned in the comments Cycles engine renders HDRI texture out of the box. Meanwhile, any scene sets Eevee engine as the default one. After switching to Cycles I was able to see my HDRI texture. As it was mentioned by Gorgious, even setting the engine to Cycles the light seemed too ...


0

This isn't a python solution, this is a shader solution. The idea is to vertex paint or weight paint each group you want to have, then use this as a mask in the shader. Here is an example: Each face of the cube has been vertex painted such that the front face's color has 100% red, the side 100% green and top 100% blue. the 3 mix shaders here will filter out ...


0

There's a new setting under "Performance" in the Render tab. It's called "Auto Tiles." Uncheck the box and it renders as expected (progressive without tiles).


0

User error (unsurprisingly). Turns out I'd managed to fill my hard drive. Blender was just giving up when it hit the limit. In my opinion, this really should have resulted in a visible error message that would have helped identify the problem, but at least now I know what to look out for.


4

Following up on your commentary, (in particular @ChristopherBennett 's first observation,) there may be other factors, but you certainly would have to match [focal length and distance to camera]. This is a Dolly Zoom from 150mm to 15mm: The Photoshop version is shot with a wider lens.


1

The Video Editor in Blender can do what you want. There is a video effect call speed that will interpolate and change the speed of a sequence of images. This can be used to change from 60fps to 24fps. If the interest is in combining images when doing the conversion from 60fps to 24fps, then the transition effects can be used. Details for Blender 2.93.4: ...


0

Your problem probably comes from the render activation of these objects, just disable the camera icons:


2

If you're using Cycles, this setup (Is Camera Ray output from the Light Path node plugged into the factor of a Mix Shader) applied to the skybox cube will make the material appear shadeless while not illuminating the scene.


1

select the circles on the top to alter between the two modes(solid mode and viewport shading)


0

This answer deals with the specific case of wanting two layers, but you would need to modify it to work for transparency. Transparency is a scene level property, so you would have to duplicate your scene, having transparency on in one and off in the other. Instead of just changing the Render Layer in the Render Layers node, you would also have to change ...


3

This is a limitation of PNG format itself, which uses unassociated (straight) Alpha format, which handles badly pixels that are both emissive and transparent: as the halo gets near to full transparency (on the outside of the star), its alpha values drop toward zero; in unassociated alpha format they are then multiplied with the RGB values, so the result gets ...


1

This is an animation and to make any animation you need several keyframes. In your case each keyframe is a Spot light parented to an object rotated by a number of degrees. Eg. four 90° keyframes. Then you play it. For details see the documentation.


-1

Go to Output properties on the far right panels. From Post Production uncheck Sequencer.


2

To expand my comment: Is there an object in your hierarchy that is hidden in the viewport (closed eye) but visible in the render? (white camera icon) If this is your case, please uncheck the camera button so that your object will not be visible in the final render. Always keep in mind that you can hide from the viewport and render separately. If this is not ...


0

I had this and found that I'd inadvertently clicked the Disconnect All button in the Particle Properties tab, just below the list of particle systems. Selecting each of the items in the list in turn and clicking on the Connect Hair button got them rendering again for me.


1

I solved the issue: under the Object Properties of the alembic File, the "Object Type" under the Octane Settings needs to be set to Reshapable Proxy


0

Here is an outline for a procedure, which might work to project an animation from the ceiling, which would appear correctly to a viewer standing 8 feet away. I appreciate any suggestions and corrections you may have. thanks. A. First Render Photograph Actual Scene of the Floor (flat lighting at Projector, Photograph from Viewer’s Perspective) Model Scene of ...


-3

this is called caustics and is caused by the glass and light. Use a transparent material instead of a glass material, otherwise, this will happen. Another way to slightly improve this is to use denoising.


0

I was able to succeed by doing all of the following 5 things. Missing any 1 of these 5 things will cause your animation to render without an alpha channel. Under Properties Window > Render Properties > Film check Transparent Under Properties Window > Output Properties > Output change File Format to FFMPEG Video Under Properties Window > ...


1

It appears, that you run out of memory cause your computer has to load the scene twice cause it has to run the viewport as well. Try rendering the scene without actually opening it. There is an Add-On by @p2or that can do this: https://github.com/p2or/blender-loom Thank him!! and also check his other add-on´s!!!!


0

Did you check sequencer in the output properties under the post processing?


1

It is because of your topology. You have a big ngon face on top and bottom. One way (the brute force method) to solve this is you could add a remesh modifier, set to sharp, octree depth something bigger than 6 (maybe 8) and then render again.


0

Import one file as a single mesh. You won't have any edges or faces, but the next bit should work. Add one sphere to your scene. Make it low resolution because there are going to be a lot of them. Parent the sphere to the point cloud mesh. Go to the Object properties of the mesh, and set instancing to vertices. Instancing should save memory, and you can ...


2

The leaves in the Sketchfab render have translucency. This reduces the shadow they cast on each other and makes them brighter. In Blender, you can use Subsurface Scattering to get a similar effect. Both examples use the Syferfontein 1d Clear HDRI and a Sun light, strength 7 (see screenshot 2). Eevee Test Render Material leaf old tree: Subsurface Scattering: ...


0

FROM OBJ TO .BLEND I concocted those (working yay) •••••• SAVE .blend Command /usr/bin/xvfb-run -a --server-args="-screen 0, 1280x720x24" /opt/blender293/blender --python /path/objtoblend.py -- /path/sample3.obj /path/95.blend -b import bpy import sys argv = sys.argv bpy.ops.import_scene.obj(filepath=argv[4]) obj_object = bpy.context.object bpy....


0

I finally got the answer after long hours of research! Just add: for vl in self.scene.view_layers: vl.use_pass_object_index = True For a more complete solution: for vl in self.scene.view_layers: vl.use_pass_object_index = True index = 2 mask_outputs = [] for obj in object_to_mask: obj.pass_index = index maskid = node_tree.nodes.new('...


0

You are apparently using Photoshop PSD files directly as image textures. While this this may work to a certain extent, packing is not supported. PSD files may be packed for transport while "in transit", but they can't be used directly, or read from memory inside the blend as stated in the bug report. Possible workarounds are to unpack first, or ...


0

If you used any modifiers in your model you might need to apply it before importing into another application. As stated in this answer, in Object Mode use Ctrl+A or go to the Modifiers panel, click on the top triangle and select Apply.


1

If your textures are baked to image files, you could just resize them. There is the option for this in Blenders texture painting tab. This is assuming you're after a pixelate effect.


0

I'm assuming that you mean the render turns out to be displaying only a portion of the object, rather than a full view, something like this: To fix this, you will need to set up your camera properly. Go into Object View and set up the viewport approximately to where you want to camera to be (or the angle of the object in the render to look like). Once done,...


1

Disable under Properties window > Physics > Rigid Body for your particle object. RB is not used in calculation of this sim anyway. This can be the conflict – blender tries to sim RB and Particles at the same time. NOTE: It is weird ... when RB is disabled for this object, object disappears from your Collection. You can find it in Outliner when you ...


1

One way would be to write a Python script that reads the Blender command line to find the obj file and then invokes the obj importer, and then creates the render. You would invoke the script with a command like blender [other blender args] --python YourScript ObjFileName See the answer to this question for info on how to parse the command line from python. ...


1

You have set the Geometry option of the Ocean modifier to Generate (default value). I am not familiar with the Ocean modifier but this seems to do very nasty things like removing the dynamic paint from the render but only if you press F12 for the final render. I can confirm that you always can see in the viewport's shading modes (Rendered, Material Preview, ...


2

It's impossible, 2.80 requires OpenGL 3.3 at least, while Raspberry Pi 4 can support only 2.1: https://www.raspberrypi.org/forums/viewtopic.php?t=244520


0

You can't use different render setting for different view layers because is the same scene file; instead of view layers, if you make different scenes, you can use different render settings.


0

Actually I was trying to get a faster rendering of my image with few rays in general and more rays only for certain areas. With the solution provided by Nick, I'm twice faster globally with a perfect definition for my point of interest. Here is an example, voluntarily extreme :


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