The Nvidia GeForce GT 1030 supports CUDA 6.1 rendering, therefore it is compatible with the most recent version of Blender Cycles rendering. (Currently 2.92). To make it work, simply select and enable it as a Cycles CUDA rendering device in the Blender Preferences, then select GPU rendering in the Cycles rendering properties panel.
You don’t need to use Time Remapping at all if all you care about is hitting the fps target you want in your final render. Even if your computer isn’t powerful enough to render the animation in real-time, that doesn’t affect the speed of the final render at all: it will take longer to render the animation, but when it’s played back, it will be at the ...
I would definitely go the displacement route. You can achieve what you're looking for rather easily by mixing a couple of Noise Textures - one "Large" and less detailed one for the warped shape of the bottle, and another "Smaller", more detailed one for the little surface bumps. I inverted the mix and darkened it a little to make the ...
to switch visibility during rendering/animation just hit I when your cursor hovers over the little camera icon to add a keyframe. Then move the timeline cursor to another frame and tap on the little camera icon to toggle it and hove over it again and tap I again -> ready.
The other "place" where you can set the keyframe is here: (it has the same ...
In the Outliner (window usually at upper right of workspace), click on the small funnel looking button to the right. In there, you'll see a series of icons that you can use to toggle visibility.
The little camera is for rendering. If you click on that little camera icon next to the object you don't want to render and it goes dark, the object will not be ...
Are you using glass BSDF or transmission of the default principle ? Try to change the IOR value(if it is a glass node). See if that works.
And yes, also check if your model is perfect and a bit high poly. It is not needed but it is recommended.
To configure a render please be sure of the following :
you have an active camera in your scene and that the camera is pointing to your object
go to the render properties panel here and check what rendering engine you're using (Eeve or Cycles)
go in the output properties panel here, and check that you have a good resolution
And make sure you have a light ...
Something quite similar has happen to me when rendering a complex scene on both CPU and GPU, but running only on GPU didn't solve the case. It wasn't darker squares that were appearing, but we could see transitions between tiles, a thing that generally is due to too tiny render tiles, but this time I tried with huge tiles, and the problem persisted. The only ...
tap Shift - A -> add image as planes
choose rendered view (right most button)
optional: in shader editor connect the texture directly to the output, so the lighting is always as the original picture/movie
Unfortunately, real time "portal viewports" are not supported in blender. However, one way around it is to transfer pre-rendered data into a new scene. Here's an example - see if it works for you.
Make your initial scene and put your object (sphere?) in it. Select the sphere and press Shift + S and select "Cursor to selected" to put the ...
You’re using UV coordinates to sample your Voronoi texture. This is fine, but the default UV map will not automatically compensate for stretching/scaling of the model. To illustrate, I took a cube and shrunk it along one axis:
Note how in the UV map, all six faces are still squares of equal area, even though they aren’t on the model.
Fortunately, all you ...
It can be a little confusing at first to figure out how materials are applied and to which objects. Are you sure the object you're rendering is the one to which you've applied the pictured texture? You seem to have a lot of similarly named objects in the animation.
I'd recommend you make sure you don't have duplicate objects in the same space, and then make ...
change spot strength to 1000
change glass material to :
and most important change these: (blend mode and shadow mode)
and you will get :
to change blend mode in 2.79 checkout these answers:
Material Opacity in viewport?
How to see Cycle's material transparency in 3D View
You have an object just named “Cube” that is hidden in viewports, but not in renders:
This object obscures the camera:
Either delete the object or disable it for renders as well, and your problem will be resolved.
I figured it out! For some reason you cannot have "Freestyle SVG Exporter" and "Freestyle" both enabled in the render properties. By unchecking "freestyle SVG exporter", I finally could see an outline!
Your screenshot shows that you've added the red material to material slot 2, so I guess there is a white material in slot 1. By default the complete object gets the first material. So the easiest way would be to delete the white material from the cylinder if that's the only one you want to show up.
Another way would be (if you want different colors on the ...
"Denoiser" in View Layer Properties was moved to Data--> Denoising Data as mentioned above, and it works.
Additionally, for Cycles Renders (starting in Blender 2.81 onward) there is now a Denoising Filter that can be editing in the Compositor, which does a wonderful job Denoising in Renders where the "Data--> Denoising Data" still ...
I should have updated this more, but throughout the day I have seen the problem evolve, and just solved this. A lot of the problem had to do with render vs. workspace visibility. More of the problem had to do with random project settings, so much so that I had to copy the stuff over to a new project. From there, I really just had to find the show emitter ...
I think the problem is that while visibility is off for workspace, it's not off for renders. There are a lot of objects in the scene that are rendering. Go to the Outliner window, and up in the upper right hand corner you'll see what looks like a funnel. Click on that, and up pops different visibility and selection toggles. You'll see the "render" ...
The 'active camera' is the one used for rendering. To make a camera the active camera, click on it and press Ctrl + NumPad 0.
To render a single frame you press F12 or in the top left corner click Render > Render Image.
An image sequence is just a collection of consecutive images, each image being a still frame. FPS only matters for playback and for videos. Since Blender can play animations no matter if "live" in viewport or from rendered video or image sequence, this information is used for playback. (I guess that's why you find it in the Dimensions settings ...
The fps in image sequence rendering is perfectly reasonable: it tells blender how many frames to be rendered in every single second of the animations. The speed of the animation is sothing you can control, but you won't change it after you choose an initial setting.
Let's take into consideration a video of a man that walks:
2 steps should last 1 seconds: if ...
Hi Carlo, Thank you again,
I used your previous answer with a line curve and I think it was what I looking for :), I have attached the reference video link so please review it and let me know if you have another technique you think it would be better otherwise this would be good enough.
All the best.
If you add a Value Node to your graph, you can type #frame in the value field which will make the value correspond with the current frame as the frame changes. You could combine this with math nodes to set the timing and the direction (toward beginning or toward end) of the fade that you want. This example fades the background from bright white (At frame 0) ...
This is a brilliant question. One of the main things was that back then, everything was in grayspace. There was very little in the way of raytracing, so non-lamped areas, reflected (or absorbed) a particularly dead gray. This is apparent even in the most well produced 3D animation and art of the time.
Because processing power was so low, edges weren't ...
This shadow cannot be made if there is no light source at back side of the chair.
And given that there are multiple lights in your collection, I think you deactivated viewport visibility(Eye icon) only. Click the Filter icon, and click the "Camera" button to see render visibility.
If it's on, object will be seen in the render. Turn off the "...
In case anyone have a similar problem, I figured out the solution.
My script was generating a new texture at each iteration. I thought it was being discarded but actually not, blender was retaining this information as orphan data. So I simply needed to add bpy.ops.outliner.orphans_purge() at each iteration to clean this unused data that was loading my memory....
In case anyone have a similar problem, I 'kinda' solved the problem using ray-cast. I basically created a for loop that generates ray-casts coming from the camera with destination to the 4 vertices that frame the jersey number. I have to perform this calculation for every object that I think might be between the camera and the body. With this approach I don'...
The color of the inner sphere differs from the color of the outer sphere because the glass casts a shadow on the sphere. The light rays also bounce inside of the glass which changes the reflected light and finally the perceived color.
For the Cycles render engine, you can use the Light Path info to make the shadow transparent as shown in vklidu's answer.
you can use this setup (which is essentially just a copy of what Easy HDRI just does for you automatically):
the good news: you made the node setup right.
the bad news: you have to change some parameters so that you can really see your background through your camera.
So first change to camera view and then zoom out. If you are zooming out far enough you ...
The trick here seems to be environment reflection.
When I use World with simple white color seem to be fine.
Doesn't matter if object is solid glass volume or a shell.
Alternatively you can place black Plane behind Camera so there are not lights reflected in front surfaces.
Those things at the bottom are reflections (as you mentioned) so care about environment you use.
For distortion you can try to play with IOR value.
Another thing to care is curvature of your Cube - more rounded more distortions.
Here White environment with a bit of Beveled edges and IOR 1.15
The official Blender 2.9 reference for Eevee HERE states that CPU rendering is currently not supported and there are no plans to support it.
Limitations: Being an OpenGL engine, Eevee only uses the power of the GPU to render. There are no plans to support CPU (software) rendering as it would be very inefficient. CPU power is still helpful to handle high ...
If your Images > Images as Planes are rendering in "Material Preview" and not "Render Preview" mode, go to Render Properties, ensure Cycles is selected, and disable "Open Shading Language".
For some reason the images as planes will only render when this is disabled. You don't need to duplicate the document and your plane ...
How to save render (still image)
Addon Auto Save Render saves still image render automatically ...
Addon is part of Experimental (daily) build, for official release you have download from here and install version 2.1 or higher for Blender 2.8 and above.
Auto-saved files are located in the same directory as your .blend file inside folder &...
This sounds like it would be solved with the "Show Active" action. You can select the object you want to zoom into and execute the "Show Active" command.
To use Show Active, hit full stop (.) on the number pad.
Since you're on a Macbook and probably don't have a number pad, you should make sure you have "emulate numpad" selected ...
TLDR: nice light bounces but faster than Cycles.
As you are aware EEVEE is a much faster render engine than Cycles. It builds on the approach of rasterization instead of raytracing. This means that it basically tries to calculate the color value for each pixel more directly, while raytracer like Cycles is taking an approach of simulating the approximate ...
i just could "work" now with your blend file, which is just a cube with emission color.
I got this as result:
you can get this effect by adding a particle system to your object.
set your particle settings like this:
create a small icosphere with material -> emission color: pink, emission strength: 7 or more
use this icosphere in you ...