I have a problem with final compositing. I did make a planet with a ring, but behind the planet, the ring is still visible. I have an atmosphere too, but I think that's not a problem. Can anybody help? Here is what I like to see and what I see:   And this is my composition:
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I have multiple scenes each with different objects. I want to combine all these scenes in the compositor but when they render, all the objects from each scene overlap each other and are all transparent, so I can see all the objects when some should be hidden behind others.   To join my scenes I'm using a mix node with add.
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I've been trying to tackle this challenge for a week or two now and I'm still somewhat stumped. I am trying to create the effect of a moon or large planet seen in orbit from the surface during daylight, when the darker values fade behind the blue sky and the brightest values shine through.     I'm trying to make this effect with RenderLayers compositing nodes, which I still don't really understand compared to shader nodes. I know the solution should involve mix nodes and color ramps, but I haven't  been able to get anything close yet. I've tried mixing the environment socket of the layers node with the image socket in various ways but I'm still stuck. Can someone point me on the right path?
101525
I am using camera tracking to make a short film and in render viewport you can see what I am trying to add (yes, those are butterflies).  After rendering the scene the butterflies appeared transparent    As you can see in the first image my material is very basic on the butterfly.   Here are my compositing nodes:   They are the default camera tracking nodes... in blender internal.  I am using blender v2.77 on windows 10 with the cycles render engine.    A similar, yet, unanswered question:
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I ran into a problem I have never seen before and that is when I try to sculpt on a mesh, it sculpts like this:  Instead of this: I am using dyntopo with these settings:   I feel like theres a very obvious solution to this, but I have no idea what it is.
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I'm using cycles and particles that form text. I've got every letter separated, and while the particles form the shape, it doesn't properly 'fit' the shape or cover all of the surface of the object, so it doesn't work properly for me.  I've already tried making another particle system on the same object, with more particles, but it looks weird...is there any solution to this?  Thanks in regard, I'll be waiting for a response.
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I have another project that is exactly like this one but that one works, even though they have the exact same compositing setup. Any reason why this one doesn't show the background?  Blend file:
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I am quite new to Blender. I tried to set up a scene with a little character I modelised with a floor and an hdr. My problem is that the parts of my character which has a reflective material reflect the hdr but not the floor. Here is my viewport with viewport shading. I use eevee.
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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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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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I am ready to render my animation but it seems i have a problem with my texture of the object i animated.  In the image u can see that the object is transparent and I can look trough it. So what is the problem here?   This is the node setup.    Thank you for your help!
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I have a model which you can see here (camera perspective).    In the second image, you can see how the render turned out.    I'm at my wit's end trying to figure our why it's not showing up in the render. If anyone needs more information, just ask and I'll get it to you. I've already checked the normals and they're not the cause.
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I am kind of new to the whole animation aspect and in fact still in high school.  I am trying to make a Minecraft character rig and I want to make some 3D hair. I did not know how to quite make it so I kind of when just did something pretty simple. It isn't the greatest in any means, but any how the point is every time I render it white lines show up between objects or joined objects. I don't know how to fix this and would like help (a picture is posted below of the problem).
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Is there any way in Blender to save settings in your compositing node setup. For example say for my shadow catcher I have it setup for a hard shadow for sunlight, and then I also have a setting for diffuse light shadow for indoors. Is there any way I can save these settings individually so I can quickly switch to them rather than having to individually change the nodes every time.
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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.
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Hello to anyone who come here and help out or read. I have an issue with the uv editor, I have been trying to make an proper eye. The issue is that I can't figure out how to scale this correctly.    Is there anything I can do to make the eye colors or texture?
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I have a problem. I'm working with an object at 50% opacity. When it's over the artboard itself the color looks great, but when I put a white object behind it I get this weird color that doesn't look accurate.  This happens with every object and only in CMYK. I'm pretty sure this never happened to me before so maybe I changed something in the settings or I don't know.  Does anyone have any idea?
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I have been thinking for quite a while how would i make it myself. The difficulty lies in randomness. I Could go on manually but can't help and feel that there is some better way to do it.  For example it was to be generated using some programming language then all i need to do is create mountains with varying hues and let the 3d light lit them.