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 > ...
The False Color view transform is defined in the filmic_false_color.spi3d and referenced by the OCIO configuration in config.ocio. In order to add custom 3D lookup tables as new view transforms, they have to be stored in the .spi3d format and the config.ocio has to be modified to references these new files.
Update 2020-02-17: The re-write of the tool is ...
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 ...
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 ...
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, ...
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 ...
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 ...
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 ...
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 ...
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, ...
The reason this mesh has strange shading is because of the topology.
Polygons which are made of more than 4 vertices are called ngons. These ngons are pretty extreme in your mesh as you can see. While ngons have their place (on totally planar faces) if an ngon face has even the slightest twist, then it will cause horrible shading.
This is why in 3D ...
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 ...
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.
I see you have Transmission bounces set really high, but I think one of the causes might be a lack of Glossy bounces which is actually what handles all the reflections on the Glass shader. Without it, Glass would just refract and be transparent.
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:
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 so please bear with me.
I've assumed you're trying to build these windows and attach them to the outside of the curved surface. If you intend to use the Boolean modifier to cut these ...
Transfer Normals on Instanced Particles
Currently I don't think there's an easy way to pick the value of the shaded surface of another mesh and transfer to the built in hair strand, but we can copy it's normals orientation and use the same material and transfer them to another object.
We basically just neet to create a separate Object that will work ...
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 ...
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) :...
In blender 2.9, a Shadow terminator offset parameter has been added under Object Properties \ Shading. It is set to 0 by default, increasing its value fixes the problem.
Thanks to this, it is not necessary anymore to increase poly count by adding subdivisions.
Demo and explanations in this video.