Here may be an alternative to Metaballs, I remember seeing something similar done with 3DS Maxs symmetry modifier so I attempted to try something with Blenders mirror modifier in combination with other modifiers.
On your mesh that you want to split go into edit mode and select some vertices where you want there to be tension during the animation and apply a ...
As Jachym says, you should use metaballs.
ShiftA to create a metaball, call it for example A. Give it a material with a bit of noise. To increase its resolution, decrease the Resolution value in the Properties panel > Object Data > Metaball. Duplicate it, it will be called A.001, as you can see A.001 will merge with A.
If you want to make metaballs that ...
You do have another plane in your scene, it's just not showing in the viewport.
In your outliner check these options and look at all the collections you have, there is a plane there not visible but renderable. You can disable by object or entire collections.
Nice donut btw!
More about it at: Blender Docs
Crypto matte seems sample dependent, but I successfully use a matte generated from a low sample render scene: I than re-render in high resolution this scene using the same matte previously picked, without noise or artifacts.
Short answer at the end, longer but more detailed way, keep reading..
Checked the file as well, had to tinker a bit as the textures were not there (used a different HDRI to lighten the scene). When i rendered and adjusted the glass/juice sizes to slightly overlap (yes, please bear with me) the picture still did not come out right, the juice was looking ...
By coincidence, today I did a render using Blender 2.8 on a laptop with a Quadro M1000M card. No issues there, worked fine!
Quadro cards seem to be made for rendering and GFX design, so a good choice. A good read: https://www.engineering.com/DesignSoftware/DesignSoftwareArticles/ArticleID/18630/Whats-the-Difference-Between-GeForce-and-Quadro-Graphics-Cards....
I downloaded your file and was able to replicate the issue.
The juice object and the glass object have overlayed faces.
This causes distortion, because Cycles cannot tell which ones to render.
You need to scale down your juice object just a bit, so it doesn't touch the glass.
Original mesh with distorted materials
Result with the ...
A similar question was asked a little while ago. The following answer should provide you with the information to render halos in Cycles: (see 'Point Clouds').
Since the linked answer is over a year old, I went ahead and verified it's content for Blender 2.80 and expanded upon the explanation on how to set this ...
This is possible, but at the time of writing it's not a one click solution.
First you need to setup your world to use an environment texture and then load the same HDRI that is used in Look Dev mode. The HDRI can be setup either in the World tab or in the Shader Editor using nodes.
Blender 2.81 and later
The HDRIs can be found in Blender's ...
With your attach Blend file, I see nothing rendering both for Eevee or Cycles ((2.80 2019-07-29). Not sure what the problem is. In either case, I was able to workaround the problem by selecting ALL objects in the first scene, creating a new, empty scene and pasting all the copied objects in the second scene. After that, it renders fine in both Eevee and ...
The anti-aliasing for the Workbench engine can be turned off through:
bpy.context.scene.display.render_aa = 'OFF'
The API manual is very helpful for cases where the Python command is unclear. The render_aa property is part of the class bpy.types.SceneDisplay. Searching for this type shows that bpy.context.scene contains a reference to an object of that ...
tldr: The default anti-aliasing setting samples significantly outside one pixel which reduces the effective resolution. For a maximum effective resolution use the "box" setting which acts as an incredibly high multisampling anti-aliasing filter.
From my own experiments and the information provided in the discussion from the patch https://developer.blender....
Sort of compilation from various answers (only tested in 2.79):
scene = bpy.context.scene
# get existing output path
fp = scene.render.filepath
# set output format to .png
scene.render.image_settings.file_format = 'PNG'
marker_frames = [m.frame for m in scene.timeline_markers]
for m_f in marker_frames:
# set marker ...
Do you have any subdiv modifiers for that flag? If so make sure they have the same amount of subdiv steps on render and viewport. Because the gif you posted seems to have more geometry on it than the last image you posted...
-Low Texture Resolution / Light with Specular = 1
-High Texture Resolution / Light With Specular = 1
-High Texture Resolution / Light with Specular = 0
see if tweaking any of these values solvesyour problem
If your problem is that the light is too small, then changing the radius setting in the properties should fix your problem. If it is too weak, you should change the power setting.
If that doesn't answer your question, please specify.
There are multiple thing that contribute to it looking unrealistic.
The lighting is very harsh. It seems like the light is coming from below, which results in the shadows being cast in an upward direction.
The bricks seem extraordinarily large if the camera is supposed to be at eye height.
The walls are extreme in both length and height, which doesn't ...
You won't be able to use GPU rendering with Cycles. Apple has deprecated OpenCL for macOS 10.14 and future releases. Since macOS won't have any updates for the OpenCL compiler and therefore no bug fixes, Blender 2.80 will no longer use OpenCL on macOS. This is documented in the manual.
OpenCL is supported for GPU rendering with AMD ...
This question is far too broad to be reasonably answered in it's current state, but rather than flagging it closed, perhaps the following information is useful. Please take the time to edit your question accordingly.
You will likely have more problems going from Cycles to Eevee rather than the other way round. If you are having a more specific problem ...
Its a matter of taste and the use you want to make out of it.
EEVEE is the super fast render engine, at the cost of less precise light shading.
If you want to have accurate refractions and reflections, CYCLES is the best because it is a ray trace engine. Meaning, it will calculate lights according to true laws of physics (ray trace means that every "photon"...
If you make File > External Data > Find Missing Files you'll find your files but I don't know how to easily show their location. You could pack them all with File > External Data > Pack All Into Blend then unpack to another folder if necessary: File > External Data > Unpack All Into Files.
If you just want to animate the visibility i have another method you can just key the scale of the object you wan't to hide
Just before the frame no at which you want't to hide the object press 'i' and then key frame type of 'scale'
and then jump to next frame and set the scale to zero and set the keyframe,
by this way your object will be scaled to zero(i....
I would recommend the following changes:
Remove the second render layer, because it doesn't contribute anything to the compositing result and doubles the render time.
Use Branched Path Tracing with high samples for the diffuse sub samples and mesh lights and low samples for everything else. This reduces the noise significantly.
If you would be switching to ...
If you go to YouTube and put in seach terms of "blender 2.8" "image sequence", (use those quotes that way as two search terms), there are a bunch of vids that show how to create your movie from an image sequence, which is the best way to accomplish what you are trying.
I found that I still get a working video file from Blender, if I interupt a movie render, ...
The requirements for GPU rendering are higher than the minimum requirements for running Blender.
Supported Graphics Cards
These requirements are for basic Blender operation, rendering using the GPU requires slightly different requirements.
The manual states that GCN second generation or later is required for GPU rendering. Graphics cards that do not ...
Cycles, by nature, is very realistic at the cost of computer power. I frequently have to click my fans into full gear when rendering Cycles, just to not go over 80˚C.
If using a cooler is simply out of the question than I suggest you reduce the number of threads Cycles uses. This may reduce the strain enough that your temperature stays within a reasonable ...
I'm not sure if it is the ideal fix, but if you just want to not see the vertices in the view on the left (which show up because toggling into Edit Mode on that object is affecting its mode in both views), I think turning off Overlays in the left-hand-side view will give you what you want. I've indicated where the relevant button is below, and give an ...
You plugged the color image textures (yellow output dot) into a mix shader input (green input dot), while they should be connected to a shader COLOR input (yellow input dot), like the upper one of the principled shader (named "base color").
The mix shader node, which has two green input dots, works if it has two shader signals, which have green output dots,...
The Look Dev mode uses an HDRI which produces the nice reflections in your first image. As the name suggests the Look Dev mode is only meant to develop the look of your model, not for a preview of the final render, that is what the Rendered mode is for. If you want to use the scene's world settings instead of the HDRI preset in Look Dev, you can enable Scene ...
Alright so I found the answer to my own question. The issue was with camera range ! And it is because the shading mode had camera view activated in the preview window that it did not show there either.
This means you're using Compositing nodes but haven't fed anything to the output node or don't even have one.
Either you don't need compositing, in which case you just open the compositing editor and uncheck the use nodes option in its header, or you connect some output node.
The usual one is the Composite:
A simple one, you just plug whavetver you want to ...
Check your visibility options on each mesh supposed to be rendered. The render visibility toggle is hidden by default in the outliner, find it in the Filters:
For the main mesh, t looks like you unchecked the "Show Emitter" option in the render panel of your hair settings.
If neither of these is the issue, maybe check your materials.
This can be done with the workbench engine, if you don't need motion blur as shown in your example image and the colors don't have to be 100% accurate. For accurate results you will have to create a material for Cycles and Eevee.
Approach 1: Workbench Engine
Switch to the Workbench engine
Enable MatCap as material and select the normal map matcap.
There's are 2 things that affect overall lighting in the scene
The Look Dev viewport shading allows you to see what your objects would look like in predefined lighting conditions. This is configurable to allow standard studio lighting setups which can be useful when modeling and animating.
You can override both the scene lights and the scene ...