I was doing a roblox gfx, but when I rendered it, all I was seeing was a transparent screen, here is a screenshot:
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A scene I made is not rendering, at all. This grey screen stays the same and nothing changes.  Here are my settings:  [
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I have a problem with Blender and its animation process, I want to do an animation and to do that I rendered all frames of my project. Textures on all of my frames are visible but when I do the render animation, my textures won't show up. I used UV/Image editor, I applied the materials to the objects and I did the exact same thing for 3 other animation and it has worked on all of them..  Here is a rendered frame where we can see that textures show up.   On this screenshot we can see that there's no textures when I do render the animation but on the right screen we have a view in "Render Mode" which shows us textures...   If anyone can help I'd be very grateful
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Somehow my viewport preview shows darker result than what comes out in render (check out in corner of the pic)  World strength is at zero and ambient occlusion is also disabled.  Floor is using bump and roughness from picture. Wall has adaptive subdivision surface  modifier.  All lit using planes with emission shaders.  I wanted to play around with render layers and maybe I screw some setting there, hope this helps.
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Really odd on this... using Blender 2.75... I started modelling and lost the objects from the 3d view, but they were still showing in the object lists on the outlier... I was able to copy them and continued working... when I did a test render I discovered that only the original lost objects were rendering and nothing that I had modelled over the previous 2/3hrs was showing up...  I have no idea what I did but I created another 3d view and the original bits showed up along with the layer buttons which had been missing from the screen which I thought was just a new feature from  2.75...!  Picture to show the 2 screens, top one doesn't render but bottom one does    Any idea's what I've done?
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I already searched the internet but could not find a solution to this. Maybe it is the same question as  but there was no answer.  I want to render a video with tracking, but the output "loses" color information and gets kind of greyish. I first thought that it is related to the renderer, but it happens in Cycles and Eevee. Therefore i made a sample image, added it to the image sequence editor and rendered it as 1 frame. Resulting in the same problem.  I placed the original image beside blenders output so that you can see the difference. The only idea I came up with is that something with the lighting is not correct but I can't find a setting for that.  I am using Blender 2.80 with the default settings. Only set the output resolution to match the input resolution.
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I'm trying to apply the logo onto the glossy part and cycles render ignores the transparency and just makes it black.     I've tried both png and tga using the multiple builds of blender. And it looks weird in texture mode even though the uv map shows transparency.
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I am admittedly new to Blender, and of course cycles. I am working on a scene and I have textures set to my objects that render with internal engine just fine. However, when I go into cycles, everything is greyish. I have two light sources that should be sufficient (I think), I just don't know what I'm doing wrong. This is a screenshot of the cycles result.
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I've been stuck for quite a while, it just looks wrong you can surely tell. I'm kinda new to blender, here's a picture:  Q: How can I improve the glass shader?
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I must be missing something here.  I'm doing an extremely simple Import Image as Plane using the AddOn and the imported image has an alpha background but it renders (and even previews in the material preview) as black where the alpha background should be.  When I import, I select Emission &amp; Transparent so the material setup is automatic.  I've read similar issues but people are typically missing the transparent node and connecting the Alpha channel from the image into the Mix Node factor.  But this is all here.  I must be missing something really stupid but I've wasted so much time trying to fix this thing.  Any help would be greatly appreciated.  Not sure if it matters but I'm using 2.74 RC2.  Many thanks!  I created this dummy blend file to test outside my project but problem still exists.  Here is the simple .blend file:
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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.
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So I have this shark model which I animated and ready to export it on fbx and transport it to Unity.  But When I put it on Unity, It looks transparent like this.    Many of the solutions online say that the problem is because of my faces, and they told me to recalculate it or something, but normals are just fine. Is there any other solution?  here's the blend file:
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I want to render an image of a fire in cycles, but as a png with a transparent background. Without a transparent background, the output image looks like this:    But as soon as I tick the "Transparent" checkbox under Render->Film, all the semi-transparent parts of the image are not rendered and it looks like this    which is clearly not what I want. I've tried to add a holdout shader or a transparent shader to my smoke domain material nodes, but it didn't help. I've only found answered questions for semi-transparent glass, but none for volumes. My node setup looks like this:    but the transparent shader doesn't do anything.  Has anyone an idea how to fix this?  Thanks  Edit: I've just changed the flow type to "Fire and Smoke" instead of "Fire" and now the semi-transparent parts render too, but I don't want the smoke.
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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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I went to animate a project, Blender was returning a blank screen.  I have attempted to restart both Blender and my laptop, as well as re-downloading the program.  With each attempt, Blender exported a black movie, which I attempted to watch multiple times.  I even attempted to reanimate one of my older Blender files, and even that reexported as a black movie.  I have attached a picture of what I see when I render. Please Help! Thank you!😀
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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 don't know why but now, when i go in material preview or rendered (in solid mode it works fine), my object is entirely gray, or invisible idk, because it has the same color of the background. I've been working for days on this project without having this issue, it suddenly showed up. I tried opening other old projects and suddenly they all do the same so i guess it is some blender program setting that applies for all the projects, but idk how it happened cuz i didn't change anything :/, anyone got any tips?
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I am in rendered view in the viewport and my glass shader isn't working correctly. I remember a couple months ago I was making glass for a ship and these settings are the only thing I had to mess around with:    So I added an hdri as the environment background and this is what happens:    Now the glass works for the environment but not for other objects, Can anyone help me figure this out?