I'm trying to add a sky in my scene by adding a light blue gradient to the world. The problem is that it lights my scene too bright, as you can see in the picture, the underside of the tree is lit and the shadows destroyed. I was trying to follow a tutorial and the creator said he added some extra nodes to stop the scene from being affected by the world properties. Anyone know which nodes these might be?
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I am making a skydome and I have a texture hooked up with an emission shader for it, however, since the dome is blue it only emits blue light. Is there a way that I can have the whole sky illuminated and have the light reaching the rest of my scene be a different colour?
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I have two planes with the same node setup, but only one of them is transparent in Material Viewport Shading.    The one that works was created by the Import Images as Planes addon. The other plane was created manually and copying the addon's material setup into a new material.  If I set the addon's material to the "bad" plane it works, so the problem is related to the material itself (nor the object, OPGL or my hardware). I'm working on 2.73.  I have no clue about this behavior,  for checking it out.
73524
So I came across some difficulties with the &quot;Mix shader&quot; node in cycles. I have 3 textures on a label: gold, paper and rough black letters.  How can I mix these effects? I can make 2 textures work together, but not the 3rd one. Here's the node graph.  Here's the reference.
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This questions has already been asked a million times, but nothing solved my issue so far.  Situation   I'm using Blender 2.72b.  I'm not using nodes, just the plain old vanilla settings. But apparently I messed them up somehow. I'm using the Mirror modifier. I'm completely new to blender (and 3D modelling in general) and use it for a couple of days now. I deleted the cube and made this model from scratch (no import).   In texture view everything looks fine:   In material view (and after rendering) everything is black:   Attempts to solve   I have a light source. I have a camera. I have no ceiling. I have a material. I have a texture. Shadows are activated. I tried using nodes and my output was well connected - no change, still black, so I stopped using nodes again (I had no idea what I was doing anyway). I checked out many solutions posted on the web.   As my last attempt, I opened the vanilla start-up file again. Everything works fine with the cube. So I compared the material und texture settings step by step. It all seems the same. This topic is so extraordinary complex and I'm so bloody inexperienced that I'm stuck at this point.
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I'm kinda new to Blender. Currently playing around with version 2.8 to practice some rendering. Is there a way to achieve this 'light-star' effect for the blooming objects with the emission? If there is an alternative way then it's fine too. See these images below for references. Thanks in advance:
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I have a simple scene where I have simple planes and textures using the alpha channel of the PNG as transparency.    The way I created the files makes the Alpha channel 000 black and 255 pure white. Here is one texture if you want to examine it.      When I prepare a scene using cycles, it works fine.    I can add more planes this way.    But when I add a third one, the intersection of the planes begin to form a shadow.    Stacking 4 planes make the shadow obvious. It is rendered on the spot where the images are combined.    Here is .  What settings can I change? I changed bounce samples... but this is not about bouncing...  Any tips?
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Is there a way to make a true toon shader material in Cycles?  Here's, in order of importance, what would be ideal to find in such a shader:   Must use Cycles Must be an actual shader Must not rely on lighting Must be independent of camera position Must react directly to lighting rather than manually having to change it to emulate it Should be easily made into a node-group Should have the following configurability:   Main color Darkness color Shadow depth (how far the shadow goes from the unlit side)    Below, I'll be listing some already-found methods and their flaws:    Cycles's Toon BDSF:  Source: Blender  Result:    Node setup:    Cons:   Not a clear-cut two-color shading Reacts to diffusion of surrounding objects      Mask &amp; Ramp:  Source:   Result:    Node setup (Compositor):    Cons:   Very grainy Does not support colour textures Not easy to change shadow depth in a nodegroup Not a material, requires compositor Requires use of object indexes     Shadeless Fresnel:  Source:   Result:    Node setup:    Cons:   Uses camera's direction Ignores lighting Not easy to change shadow depth in a nodegroup     Shadeless Normal:  Source:   Result:    Node setup:    Cons:   Ignores lighting Direction of shadow is manually changed Not easy to change shadow depth in a nodegroup   However, this one is easily the best one. It's pretty great, and would work still images very well.    That's all I've got. Does anyone else have any methods that fall under most of the criteria I listed above? Also note that OSL is totally fine, if it works.
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I'm trying to set up a night scene, and having trouble getting the lighting right. Here's my first stab at it:    I like the lighting on the tree, but the cloak on the left is too dark.  I wondered about splitting the scene into two render layers, kind of like this:     I thought I could adjust the levels of the cloak in the compositor, but I can't figure out how to recombine the layers. Similarly, I tried adding extra lights to the cloak layer, but that interferes with the volumetric effect in an undesirable way.  Is there a good way to light the cloak, without affecting the rest of the scene?
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I am thinking of writing myself a simple 2D game. It will not shine with perfect graphics or gameplay at first, but I'd consider it my first step in PC game development. So, imagine such simple sprite-based 2D game (like Heroes IV or Startcraft BroodWar).  I want the gameplay to support day/night with the according lighting changes and at the same time it will be madness to have to create sprites for every lighting nuance. So, I decided adding a semi-transparent layer on top of other objects will be enough.   The issue with this solution is if I have a light source object in the game (like the hero wearing a torch, or a burning building), there must be a lighter area around it, right? Since I am putting my semi-transparent layer over everything, how would you suggest to achive the torchligt visual effect I want? Maybe redraw that layer adding 'gaps' or differently colored areas based on the lighting effect?
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In most of my models, I usually end up setting a world background using an HDRI image of some kind or another. This has always been really useful for lighting in general or as a background for my final render.  But what if I want my model to look like it is interacting or touching part of the background? For example, in the image below that I found, the modeled objects look like they're part of the scene, and even appear to cast shadows on the ground. How can I do this?
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How to create the outer nodes effect in Blender Cycles, including the lines? I know this is achieved using a particle system, but don't know how.   Also can anybody suggest any plugins for blender that does the same?
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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.
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For some reason, when I render out the image, it is plain white. I've checked the sky settings, and I tried applying textures, but nothing seems to change.  How can I fix this?
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Just started blender, following the donut tutorial. Using Blender 2.8. made another donut to practice, when adding Lights I can't find the 'Use Nodes' in the Light settings. Some help would be appreciated &lt;3
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How can I make make shadows blur as they get further from the object casting them?   I have set up a relatively simple scene witch includes two pots on a clay ground texture, and I am lighting it using an HDRI image. Here is my render result right now:    How could I go about making the shadow of the pots gradually blur more the farther it is from the pots?   is the HDRI i am using to light the scene.   Thanks in advance!
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I'm trying to render a lightsaber on a transparent background to use as game sprites. I've followed a  on youtube to create the glow/blur effect and it worked great on a black background but it's completely invisible on a transparent background. I figured I had to put an alpha channel node somewhere to make it work but I tried all the "alpha" named nodes all over the place and without success.   This is how the node setup looks like   Here is the  if you want to take a closer look.  EDIT: Found a solution/workaround. Doesn't look as good as before but it's close enough.
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Here is the viewport in material view.  The node setup is just a PNG texture into a diffuse shader.    And this is in rendered view.  I've tried using environmental lighting as well as a directional light, and while the lit parts become brighter/washed out, the darker parts stay dark.  Normals are correct and there is no z-fighting.  Ambient Occlusion is not enabled.  Changing to Flat shading makes it worse.    Update:  Any modifier that alters the mesh (bevel, subdivide, etc) make the problem go away instantly.