Emulate light scattering using a volumetric emission shader
Using Volumetric scatter produces the most accurate results but required a considerable number of render samples to get satisfactory results. A much more efficient alternative is to fake the light scattering using an Emission volumetric shader.
Create an image of the light emission - black where ...
One option is turning off the Shadow property per object (Properties > Object > Cycles Settings):
As of Blender 2.8x the Cycles Settings panel has been renamed to Visibility and the Shadow property is now part of the new Ray Visibility subpanel. For Eevee you can only turn off the Shadow property per light for the time being (Properties > Object Data > ...
While Shady Puck's answer covers making a true shadow-only render, here is my approach to creating this type of render using the Cycles Toon shader in combination with a shadow pass and some manual contrast adjustment.
My final result:
Thanks to MrChimp2313 for the awesome CC-0 house model!
First just give everything a white Toon shader material, this ...
You should look at the sunbeam node in the compositor - after render, you can add several filters and color mix nodes, but a really good way to get this effect seems to be with the sunbeam node to control the lighting effect. I didn't have time here, but you might try several versions mixed over one another with varying lengths of ray so that they seem to ...
Shadow ray is the last segment on the light path traveling through the scene (from camera to light source). It is just a technical term, only a label. In nutshell it marks anything that goes to light.
When the light path begins, it starts as a camera ray, when its reflected it becomes reflection ray, when it goes through glass it becomes transmission ray ...
Stylized shadow only pass:
Go to the Properties panel > Render tab > Film dropdown and check Transparent.
Go to the Properties panel > Render Layers tab > Passes dropdown and enable the Shadow pass.
You should be able to achieve it with the following compositing nodes setup. What it does is takes the Alpha pass (where ...
V-Ray and Cycles use similar methods to light a scene (path tracing, global illumination). The differences is in their implementation and ease of use.
In cycles we define materials using "nodes". V-ray seems to take a more traditional approach in just having a giant material with lots of settings. Example would be to do a normal looking material in cycles, ...
EEVEE now supports some Light Paths but not all seems to be supported yet, or in working order.
Until then, use this workaround.
Add a Transparent shader to the object's material.
Under the material options set the Blend Mode to anything other
than Opaque, most options seem to work.
Then under Transparent Shadows set it to opaque.
With the Cycles renderer enabled select the cube, give it a new material and set the material nodes as pictured below. Use the Is Camera Ray of the Light Path node as a factor for mixing the Diffuse and Transparent nodes (Is Shadow Ray works good as well).
Change the Hue, Saturation and Value values of the Transparent shader to change the shadow's color, ...
Clamp puts a limit to the intensity of light bounced directly and indirectly by surfaces.
It can be used to prevent the annoyoing "fireflies" (random intense pixels in your render) but it is advised to avoid using this feature as it harms the realism of the rendered scene.
It is a good advice to never ever use clamping on direct, and if you're going to use ...
They are not casting shadows, they only emit light from the faces, not form the edges. You can try to extrude the faces, but even so, the faces on the edges won't emit enough light to match the one coming from the front and back faces.
As Jaroslav mentioned in his comment this is an intrinsic limitation of EEVEE's rendering system, and in fact a broader shortcoming of screen space effects in general.
Since they are, as the name says, computed in screen space, only currently visible on screen objects are actually accounted for, as such, for performance reasons, as soon as an object is out ...
You can increase the size of the Cube texture for the light and check Soft Shadows.
Shadows in EEVEE are created by rendering a depth texture from the light source that are then matched up with the cameras depth texture. It's then possible to see where the depth from the light fails to reach the current pixel. The downside with this technique is it requires ...
The shading issue is coming from the subdivision modifier trying to average out all those cuts into the surface. The explanation for how to resolve that issue is a bit lengthy and took me quite a while so please consider upvoting this solution if it helps.
Please note, I've assumed you're trying to build these windows and attach them to the outside of the ...
1) It is possible with the compositor. You need to pull a pass with the shadow catcher object only, modify its alpha and composite it. However, compositing back the foreground object with the shadow catcher pass might be tricky, specially in the edges where the solid object meets the shadow.
A useful tip in this case is to work with both alphas (solid ...
The issue is that you extruded faces which edges were marked as sharp (hence the light blue lines), so the extruded geometry kept those properties.
To fix that, select the concerned edges in Edit Mode, hit Ctrl E and use Clear Sharp function:
In smooth shading, the vertex normals are interpolated as shown in this profile view diagram :
More details in this video : https://youtu.be/PMgjVJogIbc
Most of the times, we want acute angles or right angles to stay sharp.
To do that, you can either :
enable Autosmooth and set the minimum angle for smoothing (above that angle the edges will stay sharp) :...
You use smooth shading on a non-manifold mesh, which does not work properly.
Non-manifold means e.g. that some edges have more than two faces, and therefore the surface is not closed but has forks. It is impossible for Blender to tell how to shade these faces properly.
For your mesh, one way is to seperate the floors into a new object. This way the mesh ...
Before giving you the solution, you need to understand somethings from Cycles..
When a ray from the camera is thrown to the scene, this ray will be tagged with 'is_camera_ray'!
As soon as the ray hits some object in the scene, a bunch of other rays are created, depending on the type of shader that object has (glossy rays, diffuse rays, etc).
Cycles first ...
These effects are generally achieved in post production, they are mostly render engine independent, so they should work both for Cycles or any other engine without requiring that you re-rendering you image. You can easily tweak the effects in a flexible non destructive way without ruining your work or having to wait for a long time.
These are done through ...
There is multiple way,but I see you dont want complex node trees so I will tell you the easiest one.
Add a plane and make the following material:
It basically say that the plane the actual material is diffuse but the camera see it as a white color.
Now we have a pure white color.
Render tour image with :
Object index pass.
Now we ...
Make sure you have Receive Transparent checked for your map's material, if that is not checked the receiving material will only render shadows at full strength.
In the properties panel under the Material tab beneath the Shadow heading check the Receive Transparent check box.
Receive Transparent (quoting from the manual)
Allows this material to receive ...
#1 I think you got the general setup right, you use an Emission Shader node down to the Light Path node, but made a mistake in your setup. Down the nodetree you later mix the emission with a diffuse defeating the purpose. Also your node tree seems overly complicated, and unnecessarily convoluted for the setup.
#2 As Jerryno already mentioned, it is not ...
This is called the Terminator Effect. Cycles is not the only engine that has this problem. The solution is often to apply the subdivision surface modifier (if your object has one). Also HDRis can lead to this problem or using bump/ normals.
For instance: Pro-Lighting sky gives you this problem. The solution to the problem is to give your object more ...