I created a scene with a big reflective object in the front. unfortunately the refelctions seem to have much bigger pixels than the rest of the scene. As a work-around I thought about rendering the reflective area again in a higher resolution but I assume there is a better way of solving this. I am looking for a time-saving solution.  Which render-values do I have to change in order to get rid of this problem without increasing render-time too much?  I am using blender 2.78        Problem solved:
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Im rendering varous objects with a Sharp glossy effect but the reflections are quad dependent on the object (image below), meaning they behave separately within every quad making it look 8bit-like. Can anyone tell me why this happens?. (Im pretty sure subdividing would fix it but I want to know why I cant have a low poly object reflecting normaly.  The object has 2 modifiers: Subdiv Surface and Solidify. (Perhaps the Subdiv is causing it?). Help me you Blender savys I dont have a powerful CPU to test and test within every render would take me hours and hours.  Image:
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I have a set of concave/convex mirrors/lenses, and I have drawn out all of the ray tracing diagrams for each possible combination and type of image each optical element can produce. When I look at the ray tracing diagrams then reproduce the situation in the real world with myself as the &quot;object&quot;, all the scenarios make sense to me except one: when I as the object stand beyond the focal point of a concave mirror.  The image ends up as &quot;real&quot; and appears to be in front of the mirror. Now I understand that in the situation above, I as the object would stand at 6m and this would result in the image appearing at 12m. So if I placed a wall or screen at the 12m mark, the image would form on that surface (just like a movie theater screen).... at least I think I interpreted that correctly. But I still see myself when I look in the mirror?! If the image is supposed to form and come into focus behind me, what in the world am I seeing when looking at the surface of the mirror? I still see myself, just inverted. The surface of the concave mirror still has a reflection on it. It doesn't look quite like a normal flat mirror, in that the image doesn't really look like it's &quot;inside&quot; the mirror, more like it's right on the surface of it. It's really frustrating because every other possible arrangement of optical elements makes total sense to me, except this one. Any suggestions on how to think about it? Thank you for your time!
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Update  As of 2.76 there is a .    In Blender Internal there was an option to turn this off (called )  Is there a way to do this with Cycles? I know you can just scale your textures up with a transparent background, but you end up with textures much bigger than they need to be.  Is there a way to this, and if not, why not?
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Can someone help me determine why my render is coming out in such low quality? I have Cycles up to 500 Render Samples, but I have no idea why it looks like it's only using one.
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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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As you can see, if I try to translate an image in the compositor, it does not affect the actual bounds of the image, only the pixels themselves.       The same thing happens when trying to scale an image:    So the image cannot be moved or scaled further than the actual dimensions of the image without clipping it.  The render border size does not seem to affect it: (Seen here with a gradient texture to define where the render dimensions are.)    For some reason skipping the blur node makes it work, but with it it gets cropped.  Aside from creating a lot of transparent space around the image in an external image editor or scaling the Pixels down with a Scale node, How can I accomplish this?
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Often when a mesh light is visible in the camera, the edges are not anti-aliased.  No matter how many samples I do, the lamp border always looks jagged and pixelated.  Is this a rendering error? How can I get around this issue?    And zoomed in 4x:
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i'm finding blender 2.8 confusing and i'm relatively new to blender in general anyway. While looking at my model in the Look Dev view port i can see reflections.        However, when i render my scene in eevee (and cycles), the reflections aren't rendered     Is there something i'm doing wrong or an option i haven't enabled?
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I have a scene that is pretty much ready for render, and in the render mode of the viewport it looks good. But whenever I try to render it, materials change and the lighting goes wonky. I can't see any reason why this would happen. I'm using the current version of blender.
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My environment and render settings all seem normal, and when I go into rendered mode(Shift+Z or preview mode dropdown menu) it looks fine and lights the scene normally, but when I do a test render of the final frame, the environment disappears and doesn't light the scene or show up in reflections. I thought it might be my compositing setup somehow, but it looks like that while it's still doing the initial render, and I tried just plugging the rendered image into the final image slot to test it and it still looks the same.  Screenshots:
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TLDNR: Are the circled thingies in the picture normal with a subdivision modifier while in edit mode? (note: subdivision set display modifier in edit mode)  I've been trying to create a character that I might like to use for a game in the future. I'm pretty new to blender and these "artifacts" (unsure if that's what they are) are slowing me down.    This problem doesn't show itself when in object mode, only in edit.  I'm using the mirror modifier and the subdiv modifier.  I've applied the mirror mod before the sub mod, due to some strange separation of vertices at the origin of my character.  However, I went back and forth to check, and with the subdiv mod before the mirror mod, these odd "artifacts" don't seem to show. I can't use that arrangement thought, because of the weird tearing problem D:  Any experienced blenderers out there that think they might have the solution to my problem?  PS/Side question: Should I just go ahead and continue making the model of my character, no matter the mistakes/ngons there might be, and then just go over it afterwards with some nice retopology afterwards?
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I have a large environment texture of space that I'm using as the background of my scene.    However, when I try to use it in my render, I can only see a tiny part of it.    I want to scale down or "zoom out" on the texture, so I can see more of it in the rendered area. I tried to use a Mapping node and scale it that way, but it did nothing (I could rotate, but not scale).  This is my node setup:
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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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Just started out Blender, and as my first project, I made Blender Guru's donuts. The problem is, when I go rendering, there are A MASSIVE amount of sprinkles, quite different from the Viewport. Here are some screenshots:      You can find the file ! Any help is appreciated!
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What could cause this? f12:    Viewport:    (the f12 has fewer samples, but even when the viewport is at lower samples it looks different..)  I know about color management, but that is at the defaults..    EDIT: oops.. I know 'log' is not a default, but that is because I was fiddling with it. The image above is rendered with 'default'    The material is quite simple, only a translucent shader. (for testing) I even tried appending everything into a new file to reset all the settings, but no difference.  EDIT2: Uploaded blend
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I'm using an older Nvidia chip that hates running viewport renders, and I need to check if changes to the materials on a few objects not far from the center of my scene are (I'm rendering a floorplan with an orthographic camera from above, so I'm looking down on objects and want to check if the displacement materials are working correctly).  Is there any way to select a bit of the image and have it render first or without having to render the rest of the image? I'm aware that you can tell the image to render from an edge, but my stuff's about equidistant from either side of the scene.
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Brand new to blender, and I'm trying to make a metallic object that is reflective.  There are lots of tutorials on youtube, however none of them are compatible with blender 2.71 with the cycles render.   Here are the tutorials I have tried:        All of these tutorials have a 'transparency' and a 'mirror' option in the outliner menu that I just don't seem to have.   How can I make this object reflective? Am I missing plugins or some other menu?