# Tag Info

0

You can use the glare node to get the same effect, along with some adjustments if you want to modify the strength or give the bloom a uniform color. You can also use the "greater than" math node to extract the bright parts of an image, blur them, and add them back together. The result however isn't as pretty as the method above.

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You could also use ffmpeg denoise video filters, such as nlmeans. It's not perfect but gets some denoising done. ffmpeg -i frames/r%04d.png // input frames in range r0000.png - r9999.png -vf "nlmeans=s=3" // video filter nlmeans with strength = 3 video/vid.webm // output video More on nlmeans settings here.

9

It is hard to predict. Render time is divided on two pieces: a preparation (resolution independent) and an actual rendering (depends on resolution mostly). Second part, typically in quadratic dependence on size. If you make the image 50% instead of 100%, it will make render time of this part 4 times faster. This is because the render image is 2-dimentional, ...

1

The problem is caused by the Mix factor in the Glare node in the compositor. From the Glare node documentation: Mix Value to control how much of the effect is added on to the image. A value of -1 would give just the original image, 0 gives a 50/50 mix, and 1 gives just the effect. Currently the Mix value is set to 1. Setting it to 0 will solve the issue.

0

It must connected to some user in order to have the graphic interface avaiable. It is possible configure a service or a scheduled task started under a user account. There also exist something like autologon (not nice).

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The answer, as with all performance questions, is "it depends". I can go into a lot of detail about what it depends on, but Duarte Farrajota Ramos' comment nothing like a good old test is the only reliable way to get an answer. There is a cost to using image textures, even in terms of GPU VRAM usage, but even it is difficult to quantify because it ...

2

In compositing: connect your image from Render layers to denoise. Hint: Always make a render at least from one frame before rendering a movie. And by the way: you shouldn't render directly in a movie but render in PNG or any other picture format of your choice. So whenever Blender crasher you can resume rendering and safe tons of time.

1

Blender doesn't render vertices, it renders faces. If you only have vertices with no faces being drawn between them, there's nothing to render. But you could instanciate a small sphere on each vertex, then the sphere instances would show up in the render.

2

Are you sure your Sun is named "Sun" and not something like "Sun.001" ? Are you sure there is a sun in your scene? You can also access objects by their index instead of their name. For example, if your sun is the fourth object in the scene, you may be able to access it with Sunobj = bpy.data.objects[3]

1

To answer your comment with images... Change that 40k number to something that your PC can handle, like 1000 or something Then go down to Children Click on Interpolated and add value 40 here: I choose 40 because if you have Number set to 1000 and interpolated to 40, it basically means that every single 1 grass will be rendered as 40 strands of grass... (...

0

Still have not found a solution to original issue, but managed to create a work around using a Speaker object as @Marty-Fouts suggested and then moving its start frame as needed with the script. Still can not use the 'render audio' option (creates empty audio file), but can render audio using FFmpegvideo and selecting 'Video Encoder = No Video' and AAC as ...

-1

I was having the same problem. The solution comes from Richard Antalik,developer.blender org 'Enable Sequencer in Output Properties > Post Processing panel.' In case you are not familiar with things. (in Blender 3.0 at least) The Output Properties (tab) is where you define the size of your output, where to output your file to, encoding for video and audio,...

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I was having the same problem. The solution comes from Richard Antalik,developer.blender org 'Enable Sequencer in Output Properties > Post Processing panel.' In case you are not familiar with things. (in Blender 3.0 at least) The Output Properties (tab) is where you define the size of your output, where to output your file to, encoding for video and audio,...

0

The solution comes from Richard Antalik, at developer.blender.org Enable Sequencer in Output Properties > Post Processing panel. In Blender 3.0 the Output Properties (tab) is where you define the size of your output, where to output your file to, encoding for video and audio, etc. You will also find in the same tab the Post Processing panel with ...

-1

The solution comes from Richard Antalik, at developer.blender.org Enable Sequencer in Output Properties > Post Processing panel. In Blender 3.0 the Output Properties (tab) is where you define the size of your output, where to output your file to, encoding for video and audio, etc. You will also find in the same tab the Post Processing panel with ...

-1

I was having the same problem. The solution comes from Richard Antalik,developer.blender org Enable Sequencer in Output Properties > Post Processing panel. In Blender 3.0 the Output Properties (tab) is where you define the size of your output, where to output your file to, encoding for video and audio, etc. You will also find in the same tab the Post ...

0

The solution comes from Richard Antalik, at developer.blender.org Enable Sequencer in Output Properties > Post Processing panel. In Blender 3.0 the Output Properties (tab) is where you define the size of your output, where to output your file to, encoding for video and audio, etc. You will also find in the same tab the Post Processing panel with ...

1

Looks like your Grass particle settings (40000 strands of grass!) are choking Cycles. I suggest you turn that down, and add interpolated children.

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Change view clip start to 0.1 Then you will see the grid again.

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I switched render to EEVEE and in setting change hair type to strip: And after that, Grass is started displaying like this: That is mean that width of grass 10 times bigger than house. This is too heavy for Cycles, and it cannot show even one pass. So you need to set up width like this to make the grass reasonable sized:

0

Remove the Render Layers and the Composite node. Then use the Image node under Add > Input > Image and import the image of your render. Then do your compositing, and use the File Output node under Add > Output > File Output. To output the file, use the Render Image button again. It should not re-render your scene. Here is an example:

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Make sure your Pirinipled BSDF (texture) has Alpha on 1. I know you have yours on all the way but I'm leaving this comment for any new comers who have an invisibility issue.

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Open using VLC and chose option "(corrupted) Index reconstruction", and avi file works fine again.

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The shader itself shouldn't be too complicated. Something like this should suffice: The "sheen" of the material moves in relation to the camera and light source(s). The light in my scene comes from a mid grey world background and no direct light. The background appears purple, but I did that to match your photo (kinda) only - I removed its ...

1

Maybe replace the principled BSDF to emission shader and you can increase the strength of the emission

1

Check the render visibility of your objects. There is a difference between something being made invisible in the viewport and something being made invisible in the render. If you make something invisible in the viewport, you might forget that it's even still there. Go to your outliner and have a look. If something lacks an eyeball or computer monitor symbol ...

0

I had this problem and I found that my Display Device was set to 'None'. I set it to sRGB and it rendered. Further reading on Color Management

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If it's an animation file names will already be enumerated. If it's not, you just go to the next keyframe before you rendering and it will not overwrite. If you don't want to move around on your timeline just select all the keyframes, slide one frame left and then the current frame one left.

2

The answer is given by @ChrostopherBennett in the comments of the question. Thank you. Copied: Don't worry, go ahead and use it. Experimental just means it may not be fully flushed out, or they plan on making changes to it in the future (ex: maybe they don't like the way it's fitting with blender and are planning on replacing it with a different module). Or,...

3

Your material has a keyframe at frame 1 on the RGB color, that's why it always gets reset. Even if you change values and they are displayed correctly in the viewport without setting a new keyframe, Blender resets the values to the keyframed ones before render and upon re-opening of course.

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With Cycles, this answer is easy. The feature is there, but may not be stable. Go to your Render properties panel, down to Simplify subpanel (check its box) and find the Culling section. From the manual: Camera Cull Automatically culls objects based on the camera frustum defined by the Margin. Distance Cull Automatically culls objects based on their ...

2

Make sure that in Output Properties > Post Processing > Pipeline the option Compositing is enabled. If that's the case but the Image Editor still shows only a transparent background as Render Result, make sure the layer selection is set to Composite and not View Layer. By the way, if you have a render layer with transparent background, it's not ...

11

You'll need to go to Edit Mode, select the faces you want to separate, and press P, choose Selection. What happened is that you duplicated the part of your mesh in edit mode : which means that the duplicate that you created is still part of the previous object i.e. when you go back to object mode, it is still one object : If you want it to be in a ...

3

You can select a variety of Edge Types to include in a 'Line Set' by checking 'Edge Type' and expanding its sub-panel. Hovering over the check boxes for a tool-tip gives a brief description of the characteristics defined by them; 'Contour' is "Outer Silhouette". Don't forget Suzanne's eyes are mesh islands, so their edges are picked up by 'Border'....

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You've disabled the render option in the Outliner (or Object panel > Visibility > Renders):

1

It should not be difficult to paint a part of a mesh, maybe your problem is that it is not dense enough, weight paint allows you to assign vertices to vertex groups, so the precision will completely depend on the mesh density. On the left a low-poly plane, on the right a higher-poly plane:

1

The new shadow catcher is not "just" a shadow catcher, it takes indirect lighting into account as well - therefore it's slower than the old one. It makes a difference however if you have the Shadow Catcher pass enabled in the Render Layers - when it is disabled, it only uses an approximation. When it's enabled, it captures all indirect light ...

3

With your vertices selected in edit mode press E S and move your cursor.

0

Reading up on it, unfortunately, your exact problem has been a bug since Feb 2019. There have been hacky solutions however. Try replacing the Texture Coordinate node with a Geometry node. Sorry I cannot confirm since I do not own a macOS device.

0

I suggest you take a look at cycles light path settings https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html Increase the transparency and total bounces

0

In the material(s) properties Viewport Display settings, change the Blend Mode.

1

It looks like the Car Paint nodegroup has issues with noise. I suppose giving more samples would help, but I'm not gonna spend time trying. What you can do instead of using a mesh plane to add your logo, is to simply mix your logo texture into the carpaint shader:

0

As explained on rendering - No Auto Tile Size in Blender 3.0 - Blender Stack Exchange: Blender 3.0 Cycles rendering works significantly different from previous versions. Especially when it comes to tile rendering. Using tiles to force your GPUs to work on different areas might not be the way to go anymore, I'd suggest you to try without that. Basically do ...

1

By low res, do you mean that they aren't curvy enough, or just that the image is a bit grainy? If it's the latter, try using one of Blender's denoiser algorithms. If it's the former, then try increasing the geometry to smooth out the curve. If it's actually the resolution then maybe increase the resolution of your render to output a larger image. And as ...

3

I believe it has pretty much nothing to do with the number of samples or lighting. i would suggest you add a Subdivision Subsurface modifier to your glass object, set the Render value to $2$, and that's pretty much it. As for a simple project like this, keeping the samples at 512 should be more than enough. As for the reflection in the background, just go ...

1

You have an error in your Image Texture: You should change "Non-Color" to "sRGB".

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Eevee Render Settings First, enable [X] Ambient Occlusion and [X] Screen Space Reflection and [X] Screen Space Reflection > [X] Refraction in Eevee's render settings. Material For The Eyes Almost all materials have set Metallic to 1. For human models, this is not recommended. Set Metallic to 0. The eyes of the model consist of 4 mesh parts and the related ...

0

I believe you should hide these collections using checkmark instead of your nested solution.

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Ok i found it. All you need to do is put your collection into a collection, and make the highest collection non-rendered while keeping the baseline set to renderable.

0

Had this problem for a few days as well, finally got it to work by checking the "z" checkbox under Data under Passes in view layer properties. Heres the reddit thread i found the answer in if this doesnt work or you need additional info. Hope this helps :)

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