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Building Blender with CUDA support currently requires the CUDA Toolkit 10.1. If you want to create your own build with CUDA support, you will have to install the required dependencies. If you have all the dependencies installed, correct build configurations and create a release build (make release), then it should have the same features as the official ...


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Ok guys, now i know the reason of this. Thing that caused it is boolean modifier and cubes which I used to do this blocked any light no matter hiden it or not. My solution was to make them invisible for render in visibility tab


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My answer works for the Cycles-Render-Engine: In the Properties Editor select the World tab. There you find the menue Ray Visibility (only in Cycles!). Uncheck all the boxes except Camera. If you want to see the world-environment in the reflections check the Glossy-Ray.


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Could you post some screenshots of the screen about the problems? However, it may be enough to move the project to a new project file and see if the problem recurs, alternatively you can also make a copy of the object and delete the previous one, first I would tell you to try these simple procedures. Alternatively, do the objects have applied textures? ...


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The answer is simple. When creating the normal map, make certain your objects are smooth shaded. I don't remember any of the tutorials I saw stressing the importance of this fact, but if they aren't smooth shaded Blender will not automatically interpolate to smooth, and your normals will have abrupt changes at the grid lines.


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Try checking Visibility in the Object Properties


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You can turn off your overlays, then in the 3D viewport go to View -> Viewport Render Image. You can render even viewport animation from this menu.


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In case it's useful, this version of the script works for me to render with blender 2.8x in a headless machine with a CUDA compatible card: import bpy bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA' #calling get_devices() first will populate the devices list #otherwise the script might find it empty, even when compatible ...


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I guess you haven't UV unwrap the mesh. Select the object, in edit menu and Unwrap it by clicking "U" and you can either do it manually or select the Smart UV to unwrap. Check this video to understand it: https://www.youtube.com/watch?v=Y7M-B6xnaEM If you actually did it but still it isn't showing, then you need to share the blend file along with the ...


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The problem might be because of various issues. Try these and see if any of those is useful in fixing the issue: Recalculate the Normals of the object ("Shift+N"). Try disabling the "Auto Smooth" option in Object Data Properties-> Normals -> Auto smooth. Check if the UV maps are connected to the image textures of the object materials. For this, add a "UV ...


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Is there any reason that you need to use width : 0.01px Blackman-Harris Filter? You are not sampling all area from that pixel but rather choose a very tiny dot to represent that pixel. See this post for further description. If you want all the pixel being equally sampled, use box or set the width to about 0.67 px width


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I figured out that using the Workbench renderer was the wrong way to approach it. Using View -> Sequence Render Animation was what I needed.


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This is normal. It is common for GPUs to be a lot faster at rendering than CPUs and in this case GTX 1070 is definitely a few times faster than i7(?) 6700K so for renders that take seconds, this is to be expected. You would probably benefit from combining GPU and CPU on longer renders(think minutes and hours, not seconds), but 20 seconds is short enough time ...


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In version 2.8 of Blender, in Properties > View Layer > View Layer, check the Render Single Layer option.


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You can mark edges manually to render them using Freestyle. But the 'mosaic parts' still needs to be image traced outside of Blender. Select Edges you want drawn in Freestyle Go Edge > Mark Freestyle Edge enable Edge Marks in Freestyle Line Set.


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Usually blender uses the color fuchsia for indicating that textures are missing, if I remember correctly he uses a texture to the doughnut. Your texture of the doughnut must be saved in a directory and added as a image texture for your doughnut in the shader editor.


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A little late but maybe someone needs the solution: To render images and export also their denoising information, create a group of compositor nodes, link them and just render the image as usual. Example of what worked for me: def use_compositor_extra_information(noisy=True, albedo=False, normal=False, dir="D:/Renderings/"): bpy.context.scene....


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You need to check Show Emitter through Particle settings > Render > Show Emitter


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I can think of a few possibilities, however it almost looks like option 2: Video encoding: Resolution (or % thereof) Sampling Actually check all of the Output and Render properties. Are you are doing any post processing in Composition?


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with the inspiration from comment user , problem figure out this is the explicit tutorial to shut down this noise function How to shut down window console quick edit mode?


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The following add-on generates a unique file path from a given directory and the current timestamp. It modifies both the output path (Output Properties > Output) and every base path of File Output nodes. For instance, if the directory (Output Properties > Auto-Filename > Directory) is set to C:\tmp\ and the current timestamp is 2020-03-22_01_10_43_857754 ...


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Press F2 and click "+" next to the file name input field. This indexes .blend files. The same goes for rendered images (F3). To my knowledge your problem involves scripting or code alteration as this is not yet automatic by default.


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I figured it out. I opened the MPEG-4 in VLC to see whether it might just be a compatibility problem and VLC played the file with audio! So it appeared to be a container or audio codec compatibility problem with Quicktime and Apple preview. Switching the audio codec from MP3 to AAC worked.


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Unfortunately the answer by Duarte Farrajota Ramos does not address the orthographic scaling in imperial units. However, after pulling my hair out for a few hours, I finally understood that the Blender cameras do not respect the scene units (is this a bug?). So what I did was to set the orthographic scaling to 0.9144 so that it would match a yard (it seems ...


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I would suggest Cycles since PRMan is actually quite accurate in light calculate and the latest version also contain the ray tracing option/ability to render the scene. Despite EEVEE is aiming for accurate light result, but it is still a little bit far away from the word accurate. It could speed up the scene setting and light setting, but you will need to ...


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Yes, if you most the time use to write out a certain format instead of the "currently" set default format. Solution would be to make your setup default. I'd suggest to go from a new file aka press Ctrl+N and make a new General scene. Go in the Output Properties and set it up how you want it to be default. Go in the File Menu->Defaults->Save Startup File ...


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You can access the settings related to displaying the render in the Preferences now: to get to the Preferences you can hit F4 followed by p or go to Edit menu on the Topbar and choose Preferences:


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This is because of Eevee being a Real-Time Render Engine and it has to take shortcuts with materials such as glass. Cycles on the other hand is a Ray-Tracing Render Engine which will give more accurate results compared to Eevee.


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You need to increase the number of Light Bounces. It cannot be infinite, but it doesn't need to be. head to Render Tab > Light Paths > Max Bounces adjust both the Glossy value and the Total value to your liking to look infinite, the latest reflection needs to be of 1px size How many Suzannes do you see...?


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Viewport render uses the image size settings of the current renderer. Change the resolution here: And render using:


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I'm assuming you sent the real texture. Your texture is a png in a particular case: it is an index image. The index image has a short Color Table, only 256 colors. You have a pink gradient using a too limited number of colors. I'm sending an image showing the problem when I changed the Color Table. Note the stripes are only affecting the pink colors. To ...


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Save them both(Fire and Smoke) as image render. In the node editor just disconnect the nodes that create smoke so thus the ones that created emission or fire alternately... What I mean is if you want to render smoke first then disconnect emission from the mix shader, then if you want fire just disconnect the density attributes and rgb that will create smoke.....


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Try rendering using CPU.. because I guess the 8GBs of GPU memory can't handle 13GBs of your scene memory. I've faced with with 4GBs of card and now I only use GPU for testing the scene in realtime live preview and always render with CPU. when using GPU, Blender push the whole scene to GPU's memory and then CUDAs start rendering the image. while using CPU, ...


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some fixes: goto the raindrop object properties > Instancing > switch to None go to the emitter, clear the bake cache and recalculate the bake just to check that drops now are in the render: go to shader and make the drop more visible (for example make the shader less transparent) result:


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Possible causes for a Blank render: No lights in scene. Objects disabled for Render in outliner (camera icon). Strips in VSE and Sequencer enabled. Objects in different layer, or in a layer disabled in Render Layers. Object blocked by other objects. Active camera aiming in a different direction. An object in the scene set as active camera. Any, some or all ...


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My advices: Your scene and that scene has different type of hdris. Install hdri addon like gaffer (it's free) and change/rotate different hdris until you find what looks most similar. If you want the most similar look you wil have to use exact same hdri image, if it's possible but in most cases it isn't possible. That scene has hdri of clear noon sky and ...


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One thing that really helps if you're doing very simple bakes (e.g. diffuse/color only) - such as you would do for combining or splitting diffuse maps, is to drop the render passes under Sampling to 1. It's probably NOT a great idea if you're doing anything where the bake truly relies on engine rendering functionality (light map bakes, AO, transmission, ...


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Actually you must join all joints together with Ctrl+J and then parent to the mesh, only then can you truly use the mesh with armature. One armature must become many, and use mesh with that just one! Awesome huh! Joine all armatures! All becomes one, literally, just one armature with Ctrl+J. And then parent the mesh to that one armature that can use it, ...


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You can make your own transmissive water material and tweak settings, But i prefer to install an free addon which is included in blender, it's called cycles material library or something like that. There are many water materials available in it. You can find whatever that suits your needs. You would not need to change anything if you are using cycles but ...


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It will look live paint if you are using Eevee. You need to use Cycles. Here is the material that should work(Glass BSDF). Adjust the color to your needs. Also, try adjusting roughness(Lower roughness makes it clearer).


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There was a problem with my material. I had an image sequence that was input into a normal map. For some reason a few frames of my image sequence were empty (it looked like a missing image) which would through off my normal map and give a weird reflection. Specifically the problem came because my image sequence started at frame 31 and went to frame 220. The ...


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There are lots of ways to do this. Here's one of them: The Value node determines the softness of the highlights.


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I'm not entirely sure what is wrong, I tried rendering it and got nothing that seemed off. It doesn't look the same as yours. Maybe try downloading your own project and opening it as a new file?


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Here is the solution for Windows I was looking for: import ctypes VK_ESCAPE = 0x1B ctypes.windll.user32.keybd_event(VK_ESCAPE) Beeing written as a function and appended to bpy.app.handlers.render_pre it simulates pressing ESC on the keyboard and aborts the render. In my addon I used another solution: it turned out to be possible to replace original ...


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The difference is due to different lighting. Currently the viewport shows objects in studio lights but the rendering happens in sunlight. To see the rendered image in viewport: Change Viewport Shading to Rendered:


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I just applied a Displacement modifier over the modifier tab. The modifier was off for the real time viewport so the displacement was only visible in the final render. That could also be a solution, if someone also forgot about a Displacement modifier, because in the viewport shading with the activated render mode the Displacement modifier would also be ...


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Do you know about the rendering view and object view? If so then your emission is too powerful that it becomes white. Reduce its strength. For the fbx the materials are directly tied to the render engine so exporting it results just the model, there is no solution so far.


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Subdivision surface and screw have two different parameters for rendering and the viewport: So to fix it, set render to 3 for the subdivision and render steps to 3 for the screw.


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My fault. I imported as a plane and it worked. Before I just dragged the .mp4 into Blender, probably just acting as a reference.


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Your 2nd and 3rd hair particles are controlled by vertex groups "Group.001" and "Group.002" which don't have any weight applied. Just weight paint them where you want the grass to spread. Also you should invert the normals of the plane (now they are facing downwards, select all then Shift N in edit mode, choose "inside" option), and put the origin of the ...


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