I got rectangle light source on the right and face with emission shader on the left. Viewport is set to "rendered" mode. As i understand on the right the light is visible, but it's source - is not. On the left - vice versa. How can i get both parameters visible?
3928
The closest I can get to making mesh lights affect their environment in Blender Eevee is giving them an Emission material and turning on "Bloom". But this isn't emitting proper light, it just looks like it is, but it doesn't light the surroundings whatsoever.     I would like to be able to light a scene with meshes without having to put point lamps everywhere just to make them emit light.
8708
Using v2.73, cycles and a very simple scene: an array of cubes, no big deal.   If I set the shader's material to transparent, the cubes in the foreground do become transparent but those far away in the back do not disappear completely and this strange dark things appear (visible in rendered mode and in final renders)    I've played with the clipping distance on the viewport and camera, but I can't figure out how to make those ghosts go away...
71719
There are several techniques to do a 3 point lighting system.   How do you properly light a scene while using mesh planes as emission light sources?   I'm following , however despite setting up planes to act a lighting sources, the scene is still very dark.      Actual Blender file here:
7273
I was trying to render my scene, and the render turned out very blurred. (It is not supposed to be blurred). Is there a setting that I am missing somewhere which is making it look like this?
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.
102617
I have been texture painting in look dev mode. But when i try to render it, everything looks very dark. I have 3 sun lights in my scene, ambient turned on in Eevee settings. What am i missing? I really like the look of my scene in Look Dev mode, how can i achieve the same look when my scene is rendered too?
109248
I this setup as shown in the screenshot. The image transparency plugs into the mix factor, the transparent and principled nodes plug into the mix shader inputs. I'm trying to figure out how to introduce translucency into the setup. Any help would be appreciated.
22082
Okay, so this thing, is for me very strange. It still might be very obvious, but I started with blender 4 days ago.  So what is happening is that when I am rendering my animation, I have a white wall and ground where the scene grid is.  Here is a screenshot when in render mode:   And here it is in material mode:   I would really like to remove this, and I have tried for hours now with no success. I tried to unlink "world" from the scene but then it got all dark when rendered.  If you have any idea of what could be causing this?  (I am making an animated minecraft intro)  Edit: I was told to do alt + h and then the wall and the ground was visible in material mode as well. Here is a screenshot.    But I can't find a way to delete it...  :/
98257
I am making an animation with a green background. When a lamp shines on my mesh, the background somehow makes the lamp shine on my mesh green as if the lamp was shining on it through green glass. How do I make this not happen? My mesh is opaque, has a diffuse BSDF, and is white. Thanks in advance.
9428
I want to have 2D lighting that can be blocked by in-game objects. My game has a top-down view and all game objects are described by rectangles.  Let's say I have a 10x10 world and I place a light at 1x1 and walls all around that light. I want to be able to see the light source at 1x1, but not anywhere else, because it's blocked by the walls.  I've heard of casting light rays works, but how does that really work?
90566
So I am working on something based on a tutorial . I am trying to finish my project and render it, but it only renders the main object (image 2), which is the lightsaber. It wont render the laser or the ground. Although I can see this in the render preview (image 1) What can/do I have to do to change this?  image 1 (render preview)   image 2 (complete render)
2085
To clarify i'm not in this instance trying to hide emitter. The emitter oblong shape with arrow is supposed to be there. The particles are all based on a torus shape so all the little pink coins are based on that but i want to hide from render the large torus i have elsewhere on the screen. I un-clicked camera under ray visibility but then lost both the particles and the large torus. Thanks for any tips.
15205
I'm trying to make the render have an effect where the stars (which are exploded fragments) have a glowing glare-like effect and the other objects (i.e. film reel and cubes) are their natural colors.  However, despite having made the star objects all a pass index of 1 and the rest 0 by default, everything seems to render a green glowing effect that's supposed to be only for the objects with a pass index of 1.  To illustrate:  This is the render of the image naturally (I rendered at very low quality but it's just for demonstration purposes):    And this is with the composite nodes:    So in essence I want the objects in the the first render I showed to keep those colors, but the stars to have the colors of the green glowing effect.  As you can see from the 2nd picture everything has the green effect.  My node setup is pretty big so I will provide a link to download the  so you can see the nodes more clearly.
63440
When two objects -one of them transparent- intersects it creates some artifacts visible even in the alpha channel. Even with 1024 transparent bounces the artifacts remain.    In the example file there are two cubes in the same position, one transparent and one emission.    What is causing this? Any way to get rid of this artifacts?
88512
I have 5 different images one each for diffuse, specular, reflection/refraction, normal and illumination/emission map. Can someone please help me to set-up cycles material node including all the 5 maps to get the best physical render as possible? A screenshot after setting up all the nodes would be much helpful.
5961
I am making a house in Blender Cycles. In rendered mode, all shaders are somehow visible, even though I don't use any lamps. I do have an environment texture, however it shouldn't light up the inside of the house. Especially when there are no windows. Even if I set the background strength to 0, it still lights up the inside and outside of the house.  So now, if I add any lamps, I has nearly no impact on shadows, shaders, reflections etc. What could be wrong with my scene?  Let me know if you have any questions on my settings that might help you find the problem.  File:   These are the world settings:   For the Ambient occlusion I always use this node:   It usually works fine.
32092
In solid mode with Material or Texture, it is shown fine.   But in the Render mode, everything is pitch black. I have a sun, and the Opacity of the scene is set to 100%.    I am new to using Blender, so I have no idea what is wrong. If you could help, I would appreciate it. If you need more information to help me, I would be glad to give it.