I'm trying to render out an animation, but I keep running into a lot of fireflies. I would like to try to avoid the denoise addon since Im rendering an animation, but at the very least I would like to get my samples down (I'm using 500). My scene is relatively simple, its two low poly hallways with lights and doorways, and the emission on the lights is cranked up the 60 (I use filmic blender color management so it doesn't blow out the image). The only thing in my scene that I think could cause all of these fireflies is the lights, but Im not sure why as Ive used bright lights with filmic blender before and it worked just fine. Also most materials in the scene are over .5 roughness, and I got rid of the metallic materials in my scene and the fireflies were still there. Any help would be appreciated, thanks!  Blend File:
1303
I often use Cycles' built in Glass BSDF shader to achieve realistic refraction effects, but in many cases, it seems that Cycles' glass caustics creates an unfortunately large number of fireflies (pixels that are abnormally bright relative to their surroundings). In some models of mine, even when I render for 3000 or more samples/pixel, my final image is still covered in fireflies. While I can improve this in many cases by increasing the total amount of light available in the scene, this loses a lot of the potency of the refractive effects I'm looking for, especially in scenes with low light levels.  So my question is, how can I reduce the amount of fireflies while using Cycles' caustics without sacrificing the quality of the refractive effects?  Note: I am aware that Cycles' caustics will perform much better once Cycles has full support for bidirectional path-tracing, but it looks unlikely that that will become , unfortunately.
90481
I have this question that relates to Blenders Quick Smoke tool. Recently I have been rendering CGI explosions and smoke assets to be keyed in later on a short film, but I have this small problem that I think would make the explosion look a ton better, but I just cant quite figure out how to do it. Now as we may also know using composting, you can have a glare node on specific light sources to make the scene a lot more realistic, but Im trying to figure out how to do it with explosions. As seen below I rendered out this fairly simple explosion but I would really like it to have a glare to the flame parts of it.    Thanks if anyone has any ideas, also a quick side question as well, is there a way to hide the emitter (The sphere in the middle) [Cycles]. Thanks
20603
I need this for an animation. I tried using a smoke simulator, but the flames rise upwards and that's not what I was aiming for. I want the flames to maintain the vorticity but still stick close to the surface. Can anyone help me out here? Update: With the previous answer's help (along with a particle system) I was able to achieve this, however, i want the flames to have a more sharper look to it. Something more akin to the plasma bolt from 'Sorcerer's Apprentice'
70418
I can notfix this issue when selecting Eevee for my renders. It gets really annoying. I can get rid of them temporary when I scroll out or into the viewport. Does anyone have an Idea how I can fix that?  thanks c:
40665
I have a surface with particles. But I don't want to see the original object in the render. How to fix it?   Transparency, other collection / scene doesn't work.
100880
I have a short animation involving two text objects and blender internal. They have a shadeless black material and simply pop on screen in front of another shadeless material, this one white. The objects are not close enough together for any intersections.   The final render shows the text flickering in and out of existence. I also noticed that other curve objects like the rope of my price-tag, display a strange fragmentation where they come close to intersecting (but don't). I am really mystified by this one.  If someone could try to reproduce my issue the blend file is attached and I'd appreciate any comments trying to narrow down the issue. Thanks!  -Jesse    Blend:
40213
I have a piece of footage that I motion-tracked fairly successfully, solved the camera motion, and made it into a 3D scene with that little button on the left of the motion-tracking layout. I then modelled a basic spaceship-thingy and animated it landing, with flames (specifically the ) emitting light onto the ground plane (which is on the mask layer).   I would like to add the light from the flames into the footage, but it does not show up. I do see that there is no DiffuseIndirect pass in the compositing setup but I do not know how to mix that pass in and, if I can, whether the light from the HDRI will mess it up.   Is there a way to add in emission so that the render will look more realistic?
90745
I have been struggling to get a match tip to actually look like it's on fire and no matter what material shaders I try, I can't seem to achieve what everyone else does, I can in other scenes, just not this one. :(
118583
I am wanting to make some animations that have a reduced color range (similar to 80s/90s CGI.)   I know of ways to reduce that for still imagery such as in photoshop, but I know of no ways to do this within Blender. The only color options change the color from 8 to 16 bit.  Is there a compositor node to do this, or would I have to batch edit every frame separately than compile later into a movie file? Or is there another program better suited for this like Final Cut Pro?
15397
I've stopped my animation that was rendering at 224 frames (out of 250) and I can't find a way to start rendering again from where i left off. I've been told to change the start frame (under frame range) to where I last left off but it just starts the render from the beginning (restricted to 224-225 frames). Please help, I just need a few more frames 😭
35926
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.
76630
When I make smoke by Object > Quick effect > Quick Smoke/Liquid it appears nothing on the viewport.  Once I bake it appears just right in viewport, but still error while rendering.  I don't know what is wrong with my scene.
54257
When I tried rendering the scene with white background in filmic blender, I'm getting grey coloured background. But I'm able to achieve this with standard colour management options.  P.s: I have edited light source to match the filmic blender.
42558
Since two or three month I'm building a Titanic Model in Blender 2.74. I'm using Cycles Renderer and a GTX750TI for rendering.  On A-Promenade I built the Windows with a Diffuse-Material for Frame, a Glas-Material for (guess what!) the Glas and an Emission-Material on the Backside of the Window. This works pretty well and makes a nice light on this Deck.     But I also need some white light from Lamps so I built these Lamps in a Diffuse- (For Frame) and an Emission-Shader (For "illuminated" Glass) but I get no light from the Emission of the Lamp-Material.     When I turn off the Emission from Windows the whole Deck is black (except the Faces themselve). Even if I set the Strength from Lamp Emission to 100000 or more there would be no light.   I don't want to add a Point-Lamp for every Lamp I built so what else can I do?   Here's the simplified .blend File:
51885
I’m animating a plate of steel cut by laser rays. My animation is complete for the most part of it but I want to make the overheating of the steel where the laser passes visible. As it passes it assigns another material with emission on the cut border of the meshes of the plate and the borders of the cut pieces. The appearance of the material has to be animated according to the movement of the laser or even in key frames.
22329
Hello Blender community,  I am a huge fan of the Disney movie Zootopia, the amount of physics and detail really drew me into 3D animation and design. Although I always had an interest in 3D technologies, designs, animation, etc. This movie really pushed me into getting into making 3D stuff, and learning Blender.  Anyway, as a learning experience, I decided to take multiple different 'animating techniques' of the movie and try to replicate in Blender.   The scene I'm trying to replicate? The Limo scene, specifically the low, lying smoke.    I have analyzed this scene many times and I have concluded on some of its properties   It lively collides, with the characters, meaning that it is not a textured material, it is most likely mesh based. It has a lower temperature value than other objects, which is why when the characters breathe, an amount of fog appears (This is because the movie was designed in the Hyperion Renderer, I don't really need this, but if you know how to make this please let me know) It is somewhat fluffy, although not cloud-like. When a mass of this smoke comes together, it makes a fluffy looking mass. It is affected by gushes of air, when Judy (the bunny) lands on the ground, a gush of air extrudes the smoke around her. Sudden movements have this effect as well.   Now I'm pretty sure that making this is in Blender is difficult or even impossible, considering that Disney has their own proprietary rendering engine named Hyperion and they can drop smoke in within a couple of clicks. And they have HUGE render-farms that can render these details.  But I just wanted to know if it is possible. As I may be getting an internship for Disney Animation, I need to know this stuff  UPDATE: So, I see that using a still frame from the movie to demand something that needs multiple frames, is pretty stupid  So feel free to study this clip:  (and if you haven't seen the movie, do yourself a favor and please have a watch)  Also, I would like to know, how to smoke kind of 'flows', the way that it lies low to the ground moving. Not just stuck in place similar to how Cycles does it.
59673
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: