I'm trying to make a cloud with some displace, the first with a Voronoi and the second with a cloud, finishing it with a simple volume scatter shader, but when I'm rendering the cloud get same artifacts, it isn't occurring when I use only the Voronoi or cloud but when both are on this thing appear, I try something like turning up the max bounce value but made no difference, does someone know how to fix it?
122002
I am following Andrew price's video on making clouds but my clouds are rendering with black spots on them. I have tried turning up the maximum transparency value under light paths but there is no difference between 50 and 200.  What could be causing this?
109621
I am creating an outdoor scene and need to create 3d clouds. What is the best way to go about this in blender cycles. I know you can't use the cloud generator addon since cycles doesn't have support for volumetric shading. Any help is apreciated.
12400
I wonder if this is a bug, or if I missed something... When a light hits tangentially convex surfaces with "smooth shading", the shadow on this surface seems to "partially ignore" the smoothness of the surface. Here is an example with a simple cylinder :    On the left, a cylinder with "flat shading". Everything's ok. On the right, the same with "smooth". We can see an edge, bad shadowed.  With or without the "Edge split" modifier, no matters, the edge is still there. The shader is a simple white diffuse shader with no texture nor displace.  I have to add a subsurf modifier with at least 2 levels, which will insanely increase the vertex count... And I can't do that for my project.  I hope someone already saw it, and have a little tip to share. Or if someone already know it's a bug, or a limit of the current Cycles renderer ?
28710
Bit of an issue here, trying to render this glass scene    Looks fine in the viewport, but when I hit render    Does anyone know the cause of different view port and final render, and how to fix it?  Here's my
105337
I'm following this tutorial:  But I have different options in Voronoi Texture node. How can i get this result?
2469
I was following  on creating a watch and noticed that when I rendered the watch, some pieces were messed up.  I'm new to 3D modeling and I've just learned Blender, I can't explain it well, so here's a picture:    Other examples:     I don't know if it's a problem with my World texture, the object, or the object's texture/material, so I can't even guess how to fix it. What causes this? Is it possible to fix it?
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I've made a roughness 0 glass pane, when I'm in lookdev mode it's reflecting a background that I didn't put there. I know I could just ignore it, but I'd rather be able to see what it'll mostly look like when I'm in the later stages. I also just want to know how on Earth I managed to set this background without realising it  Reflection completely ignores any objects I put in front of it. If I placed this glass inside my house, it would still just reflect trees (This is the point where I felt I couldn't ignore it - reflections are going to play a big part in my project and I don't want to be in render mode all the time)  The nodes are the default glass BSDF, except I set roughness to 0  The glass is set to 20mm thick, if that makes a difference  The background moves with my perspective and moves when I relocate the glass  I have a few HDRI's on my PC, but none look remotely like this   Also, I'm using cycles as I find Evee buggy as hell
23407
I am trying to get color variation and to bake it in a single mesh but the Object Info Random only works if i separate the meshes. Is there an alternative way to get the same result with the meshes combined, they aren't attached between them.
12968
I started to work with EEVEE short time ago and I was amazed by the capabilities of this engine. However, I noticed something strange when I was rendering some tests. Some objects/reflections/shadows dissapear when they're off canvas. I imagine that maybe this is for save memory data, but it can be not suitable to some projects. To make my point graphical, I made a simple scene with simple objects. The main object is the sphere with a mirror-like shader. Out of focus there are different objects with different shaders. A yellow cone, a blue cylinder and a white cube light. But surprisingly, those objects dissapear when the composition is rendered. See the rendered animation below:  Notice that the blue cylinder is not even showing at all in the final render. And the blooming effect from the light cube also dies. I would like to improve this bahaviour and render the objects that are still out of canvas using EEVEE. Do I missing something like memory configuration or reflection/shadow tweaks? Is this caused by the EEVEE engine or by my GPU config (GTX1060)? Thank you in advance!
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A few days ago I found something called voxel terrains and I think that they're pretty cool.  But I don't know anything generating them. Do you model it in your modeling software or use something like a heightmap? I read on  that voxels are like 3d pixels or volumetric pixels.  After I make the voxel terrain, how can I take these voxels and make them  destroyable/diggable?   I will pick the best answer based on:   code and algorithms. preferably based in C# explanations. I am a beginner with algorithms but I'm very familiar with object oriented programming step by step demonstrations. Not only concept but direction. diagrams/illustrations. No, not screenshots of other engines.    I know that this is a complicating subject. But, thanks for any help!  No, I'm not trying to make a minecraft clone.    Edit  Thanks to everyone for your great help (especially Nick Wiggill)!  is what I managed to make (Work in progress).
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I have been trying to make a short clip of a bullet hitting a wine glass with wine in it, but I keep running into the same problem with the add-on. Every time I have used it the result has left me with at least a partial box being generated as several of the fractured pieces.  I have tried subdividing and/or adding a sub-surf modifier but the result only changes where the large distorted fragments end up. I have been having trouble with this for quite some time and I would greatly appreciate any help.
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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...
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.
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I would like to know which nodes can I combine this two render layers  width?    I've made this with alpha over node and transparent rendering. I want such an image but I don't want to lose the background (Sky texture).    Thanks for helping! :)
1405
I made the eyelashes for my mesh and though it will be fine as it looks in the picture     Particle Edit Object mode but after I render the eyelashes look very messy like this  What I am doing wrong? Here my Hair settings  Thanks in advance
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)?
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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.