I've rendered my final scene but the emitting light from the bulb shows a weird pixelated shade at the base and on the bulb... however it seems like its clear in the viewport render.  Any ideas? Is it the emission node?  View port light looks clearer...    Final render looks very pixelated...
2052
Since the Denoise feature was added to Blender I only use the default setting with it and it really does the work. But sometimes the denoise is noticable on some of my renders. How can I overcome the blurred effect? Denoising for me is a big help because my system is quite aged.
84073
In experimenting with an hdr environment texture for the World (with Cycles), I do not see very pronounced shadows in my scene even though the image has an uncloudy sun.  I expect my objects to cast shadows because even though the sky is bright, the sun is much brighter.    For outdoor scenes, is it typical practice to use a Sun lamp in addition to the environment texture or am I missing some other setting?
53532
I have made an object glow using nodes and cycles render. when I hit the render button in the properties panel it glows fine but when I go into the rendered view it won't glow. Is this even possible?  Rendered when render button is clicked:    Rendered in viewport:
1623
I already searched the internet but could not find a solution to this. Maybe it is the same question as  but there was no answer.  I want to render a video with tracking, but the output "loses" color information and gets kind of greyish. I first thought that it is related to the renderer, but it happens in Cycles and Eevee. Therefore i made a sample image, added it to the image sequence editor and rendered it as 1 frame. Resulting in the same problem.  I placed the original image beside blenders output so that you can see the difference. The only idea I came up with is that something with the lighting is not correct but I can't find a setting for that.  I am using Blender 2.80 with the default settings. Only set the output resolution to match the input resolution.
17333
I'm having some trouble while trying to render a scene; what happens is, when I render it in Cycles, everything in the picture is orange instead of its material. When I render it in Blender Render nothing shows up at all except for the sky background.  Orange room in Cycles:   When rendered in Internal Render:
70418
I can notfix this issue when selecting Eevee for my renders. It gets really annoying. I can get rid of them temporary when I scroll out or into the viewport. Does anyone have an Idea how I can fix that?  thanks c:
63251
I recently changed the lighting in the viewport in the system preferences.    How can I rest the positions of the lights? The Reset to Default Value does not work. it simple sets them all to a top light.  How can I reset the direction of the lamps without restoring factory defaults?
83632
I am doing an animation. The images I have attached show 2 different render layer view node results.    Image one shows a cube on layer 1, and 2 icosphere on layer 2. I have layer 2 set to fast blur. I have to use transparent film and therefore I use the Alpha over nodes in composition.  Image two shows a cube and 1 icosphere. Image 1 should not be showing 2 icospheres, as the left most one is behind the cube.    Image 2 is from the same render result, and is correcting showing only 1 icosphere. However, that icosphere should be blurred as it is on layer 2. It seems for whatever reason I can not have both the correct composition effect and also have every object's visibility render correctly. I can only either have everything work fine, with no composition, or composition with every emission object showing through every other object in the scene.   I am aware that masks would solve this problem, but because of the complicated setup of object materials and particles, masking produces these very strange and suddenly appearing artifacts. Material Indexing also produces odd artifacts and does not consistently effect the appropriate materials.   This is also a new problem, I did not have this issue in the last blender version. So, material indexing is out, masking is out, object indexing is out.       I want to use the compositor to blur certain layers, but every emission object in the scene shows through. It shows through as though it was on x-ray, regardless if it is behind another or inside another object. The first image is an example of this, the left icosphere is behind the cube, and should not be visible. That is the problem. Why is it visible when it shouldn't be?
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I have to have a spot lamp strength VERY VERY high to have these light rays come through 300000.0 and look good.  Sounds crazy doesn't it.  Maybe it doesn't matter but it doesn't feel right.  Will I start to have problems if add other elements?   Lamp Size: .2 Lamp Strength: 300000.0 World Volume: Volume Scatter World Volume Density: .05  World Volume: Homogeneous: True Render Sampling Settings Clamp Indirect: 3.0  Rendering No Caustics: True
37227
While trying to use the new cycles volumetric rending features to create  (with the intention of updating ), I have found this to be a little trickier than I anticipated.    When I create a basic setup with a spot lamp (sun lamps don't seem to work, not sure if that is a result of their one directional nature or what..) and a world material like this:    Which gives me this (500 samples):    The problems with this that make me think that I'm missing something (aside from the rendertime and noise, which I understand to be a part of using bleeding edge new features) are:   The background shader/sky texture isn't visible at all (volume is too dense?) The lamp needed to be set to 50000 strength (this is of course dependent on the distance from the camera, but the kinds of strengths required to get some nice defined rays will blow everything out if volumes are disabled)   I can't seem to get a straight render (no compositing tricks) to look anything remotely like the pretty image in the release notes:        (source: )     Is this just how it works? Or is there some trick I have missed (not counting compositing/renderlayer tricks)?
78575
I am trying to render an object that has opaque base and gradually becomes clear/translucent at the top in Blender cycles.  Please see the attached image (which was not made with blender).
67983
I have been searching everywhere, and I can't find an answer so I'm coming here!  I'm trying to create a CFL Blacklight bulb. I've attached a couple images below of what I've tried to make. I'd love to have an effect like this:    Does anyone know how to recreate this? It seems like the color is affected by time as the bulb heats up, eventually being all white-ish. That would be fine, too, but I can't even seem to get the lighting effect of the pink glow around it and whatnot. I can post pictures of my node setup if you need it, though I think I made it necessarily complicated.  Thanks in advance!  UPDATE: This is what I have now:   I want to adjust the colors, but that isn't the issue now... The way I made this is a glass spiral that acts as the bulb. Inside of that bulb (that has a glass-like shader) is a purple material that I made that mimics the phosphor coating blacklight light bulbs have to filter light. Then, a separate mesh spiral is inside of that, and it has the emission stuff on it.   As Duarte suggested, I used the node setup he had for my emission, but used a transparent node instead of glossy. Why isn't the emission light from inside my glass causing the glass to be glossy? If I put a point light in the scene, it looks glossy.   Thanks in advance!
96235
I wanted to know if you know why the colorimetry of the image is not exactly the same when I save the image of the rendering, my settings in the save are however the Blender standards (RGBA, Color Dept 8, Compression 15%). Thank you very much for your answers :)
97392
I am currently trying to recreate the laser line described in    I have selected the Cycles Renderer, enabled nodes on my light (spot and point tested). I can modify the strength and color using various node outputs so the nodes seem enabled. I have tested the other types of laser schemes presented in the link above but none produce output close to what is expected.  Is it the light source which I should be modifying the nodes for?  Something that feels quite strange to me is the use of the value of the cross product which I am uncertain how it would be defined. (area of the parallelogram between the vectors?)   Have I missed something fundamental about how nodes work and if so a source to start reading and learning about them would be appreciated.  Thanks in advance.
115536
How would I go a about making volume light beams?  I have have tried  various tutorials, but they must be for a older version. as applying them does seemingly nothing.  A link to a functioning tutorial would be greatly appreciated as well.  I don't have a picture or .blend to show, as my problem with atmospheric lighting does not pertain to any specific scene.
60953
So I took a sphere, made it a smoke simulator, added wind and increased that to 50.00, and rendered it. For some reason it looks very pixelated. 3D Viewport:   Final Render:   Blender File:
101846
How do you make the camera in blender cycles render everything so it looks like pixels? I want everything in my scene to look pixelly like this image I found: