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I had the same frustration that it still didn't work after reconnecting all the nodes. The critical difference is the alpha value in the Principled BSDF node. Blender viewport shading will render black if alpha == 0, ignore alpha otherwise.


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To get the effect like in the video, you have to do a few things. Firstly, arrange your nodes like I have them in the image below. You can play with the values to tweak it if you want. Secondly, the metal look in the image is the result of smooth shading and the reflection of an area light. You can see in the image, I added a square area light above the ...


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Alright so i think the Viewport option is like Step Size but in view port and step rate is probably the same but in render mode.


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Issue solved. I was using Blender 2.83.1 version but 2 days ago new version came and i installed that and render times are around 4 5 minutes which is perfect. So this was some kind of bug that is fixed now by blender.


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In EEVEE, I find that glass shaders don't work so well, so I leave them for cycles. For EEVEE, I use this arrangement to get realistic glass - pay attention to the blend modes I have highlighted on the right. If you absolutely must use a glass shader, go with the arrangement I placed above, but generally I find the one I have highlighted (framed) works best. ...


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Have you tried recalculating normals? I often get weird artifacts/shadows when the normals get flipped around. Tab into edit mode with your mesh selected Select all the faces of the mesh with A For blender 2.8 SHIFT + N brings up the recalculate normals tool. You want to "Recalculate Outside". Or you can access this via: Edit Mode > A > ...


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I think it is meant to be something like row.operator("render.render", text="Render Animation", icon='RENDER_ANIMATION').animation = True


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I solved it this way: I turned off the tree collection on the current layer, but created a new layer and there the tree collection is turned on. Still it’s not comfortable, but that’s all I have


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For Eevee: Your node setup is perfect. Make sure to go to material settings and tick "Backface Culling". If you want to do this in Cycles, you will need this setup:


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Since 3D viewport camera view use the same clipping parametr as final render (so there is not a reason to think clipping is issue) I think your problem layes in disabled Plane object in Outliner editor that is not disabled from rendering. Click on Filter icon and click on Camera icon to see if this object is ON or OFF from rendering.


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I managed to fix this error just by unchecking the "file extensions" in "output" option, then you have to add the extension manually directly in the final file


3

Not sure if this is the result you're looking for, but if it is you can unwrap your object, projecting the UV-map from view (hotkey U). And then move and scale the UV-map over the normal texture (decal image.png). Then when you apply the material to your object, it will look like this: Edit: (because comments do not allow for enough characters) I thought ...


5

The issue is not the reflections, but the fact that they are blocked by something else. It looks like you have another object on top that is not visible in the 3d viewport but is renderable. Those three big squares that are overlaid on the ground most likely belong to such object. In the outliner search for objects that have been disabled for view (eye icon) ...


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First enable screen space reflection in settings of the material then in the render properties enable screen space reflection and then enable refraction in the screen space reflection tab... Don't forget to change the ior to 1.5


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Your ior is wrong .Ior of glass is 1.5


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Brainscattered answer: Use RTX not cuda if you want to see an improvement in render speed. The CPU is never idle when rendering in GPU, there will always be activity. If the scene uses only 8% of the GPU it means that the scene is not very complex, hardly a challenge for the graphics card. Blender will not use more than what is needed. With a more complex ...


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While Blender supports rendering in wide-dynamic range (32bit float) scene-referred files, as of v2.90 Blender lacks the ability to save these in a format most HDR displays and video players will accept as input. You can save OpenEXR sequences from Blender to create a finished HDR video in other software such as DaVinci Resolve. It is possible to export ...


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Your card is way too old, below the minimum specs needed for the current versions of blender. From the manual https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html CUDA CUDA requires graphics cards with compute capability 3.0 and higher. To make sure your GPU is supported, see the list of Nvidia graphics cards with the compute ...


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I loaded the exr with cv2.imread(file_path, cv2.IMREAD_ANYDEPTH) that gave values off a bit(expected 9 got 9.8, all values were multiplied by ~1.08) Changed it to cv2.imread(file_path, cv2.IMREAD_UNCHANGED) and values are correct same as seen in blender render window->zbuffer and as they should be (camera 9m from a cube produces 9.0 in exr pixel)


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If you want to add this feature to Quick Favorites you can follow these steps: Press F3 to search for commands and type "active camera" Right-click RMB on Align active Camera to View and select Add to Quick Favorites Press Q to get the list of favorite commands and you can quickly select the Align Command from that list Otherwise you can also ...


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As far as I can see, you do have a loss of precision .. due to the topology of your model. Your model has many, many duplicate vertices.. they have to go first.(M Merge > By Distance) But even then, the topology is very extreme, in places. The only fixed data-points the renderer has to work with are vertex locations. The rest is interpolation - of ...


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I`ve solved it, I don´t know why but I had this (the box inside the red circle) in "wire".


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Check your materials and see if there's any alpha values applied on the objects. It does look like it comes from the materials


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You can open your movie or image sequence in Blender itself: Create 2 Video Sequencer windows, keep one as a Sequencer, switch the second one as Preview, in the Sequencer press ShiftA and load your movie: Image/Sequence if it's a series of images (as explained Sanbaldo you can render a series of images instead of a movie), or Movie if it's a movie. Keep in ...


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For EEVEE is useless, because all effects like reflections, AO, etc are rendered in screen space, no object that left camera frustum is calculated at all. For Cycles this option called "Camera Culling", and located in Simplify settings: And in Object properties:


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The top image is not the camera view but a view from the 3d vieport. The second one is the camera view. The camera is slightly rotated on the X axis. To get the camera to look straight down you can clear the rotation by selecting the camera and pressingg Alt+R To get an image without any perspective distortion use an orthogonal camera.


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I think you don't have a light and images appear pink with moved texture try to add a color to the objects and a base .


7

You don't need the color as transparency, and you don't need the last set of nodes. Why would you have black transparency? It will make it opaque. The mix with a transparent shader should be at the end of the node chain. Or you can just use the alpha input on the principled shader, as noted on the other answer.


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Do this and it should work and instead of doing it manually you can just enable the images as planes add-on and you automatically get this.


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In the outliner you can toggle visibility and renderability of objects. Click on the funnel icon on the top right and enable different filters. The eye icon determines visibility in the 3d viewport. The monitor icon disables the object in all viewports. The camera icon determines if the object is rendered or not.


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There are two ways to render an animation in blender: Render as Video Render as Image Sequence My suggestion is to use the second method (Render as Image Sequence) for having a list of benefits: you'll have all the single frames not compresses (best settings are saving single frames as PNG or any lossless image type), so if you need to edit something ...


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You should check if blender actually gets your keypress. Some OSes use that keycombo . If you press it you should see the camera outline appear in the 3d viewport. If that doesn't happen you need to configure your OS to not use that key combo. Alternatively you can use view->align view->align active camera to view from the 3d viewport view menu.


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You might have a different camera, or object set as active camera. To find the active camera go to the scene tab in the properties window. The active camera can be selected there. Or you can set the active camera (or object as camera) in the 3D viewport. Select a camera (or object) and make it an Active Camera The shortcut is Ctrl+Numpad 0


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Actually you should be able to render 4k without slicing the image into parts, however here some options: "Slicing" you can create several view layers and always render a part of the image and combine then later in your editing software of choice "Splitting" you can split your scene in foreground, background etc and combine the layers in ...


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This generally happens when you have SSS on. Try adding a denoiser node and rendering it: End result: Viewport: Hope this helps!


1

Ok, so here's my attempt at your shader. I did my best to recreate what I saw were the most standout features of the photo, namely a relatively calm water surface with a disturbance in the center with bubbles forming somewhat of a ring around the disturbance and some foam appearing in the center. This all accompanied by some slight ripples coming from the ...


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Most likely the video is recorded using a LongGOP format and not an intraframe codec. http://tiliam.com/Blog/2015/07/06/effective-use-long-gop-video-codecs/ What that means is that every frame does not contain the full information for the picture, but only records the changes from a reference (I) frame. Blende has a hard time dealing with that format. Try ...


3

Most probably the edges of your UV-map faces are to close to the edge of the corresponding texture imagery underneath. As you can see in the four zoomed-in UV Editor windows, the UV-map is neatly within the borders of the blue square in the texture. But because the texture is blurred (or smoothed), the orange background color bleeds into the UV-mapped area. ...


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here's the setup for 4 images. For a 8 images setup it should be similar. the 2 initial values are the render sizes in pixel (width and height).


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Create a plane, give it a material. In the Shader Editor create this node chain: Texture Coordinate (Generated output socket) > Image Texture > Diffuse or Emission > Material Output. You may also want to put a Mapping node between the Texture Coordinate and the Image Texture in order to move the movie in the plane. In the Image Texture load your ...


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Go in the Properties panel > Object > Visibility, disable Diffuse.


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Unfortunately, to use the ProRender you have to change all the materials. This is because most of usual Blender shader nodes don't work or work incorrectly in ProRender. Instead, the render engine provides many own material nodes, and the most popular of them is RPR Uber shader which is used for PBR (Physically Based Rendering) and can do multiple things at ...


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OK I figured out what is going on, the file started with one layer and when I used the camera motion tracking to set the background and tracking scene it created a new layer so Blender rendered both layers, the shadow catching plane was put in a background layer. the simplified version on top does the same thing as the one with the extra layers , the camera ...


2

Long story short. Until Vulkan is implemented in Blender (which is going to be soon from what I hear) you can use OpenCL Yes using OpenCL will reduce your render times significantly compared to when you have set it to 'None'. But since 570x is not that fast compared to 2600X CPU, it comes down to very specific situations where you will have advantage in ...


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Thanks, Carlo That worked I will choose the Non-Color in the baking image slot and I can keep it for the final object as Non-color or I will turn it in sRGB in the final object as you mentioned. I will keep the different directions of UVs for a variety.


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From the look of your images, you are looking at your scene through the LookDev (A.K.A "Material Preview") tab. This is a setting that provides artificial lighting (not made by you) to the scene to be able to quickly preview things, but does not represent the way your scene actually is lit. To see how your scene will appear when rendered, you ...


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I found that I can fix the Fabric material setting lower value to the Reflection Weight than default 1.0: Result: However, the same doesn't fix the Bronze material, so additional answer would be very appreciated.


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As stated by other on this page, when you press F12, or use "Render Image", the rendered image is not saved automatically. Only when you use "Render Animation", the images are saved in the path specified in the output section. To save an image manually, go to the Image editor window and use "Save Image As" (Shortcut: Alt+S). To ...


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Press F11 after any render. As state by Shantanu, blender doesn't save automatically render images


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The weird shading was caused due to wrong UV unwrapping . The middle one is unwrapped wrongly unwraped: It cant be corrected in blender as far as I know . I guess the textures was created in substance painter . So you gotta unwrap your mesh properly and redo it in substance painter (if i am right)


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