I am currently creating a pumpkin to sing (don't ask) I have got it singing but I have realized that I have specs of lighting coming on the outside of my pumpkin. I really need to get rid of all these light specs on the outsides as it is not very good. I have tried moving the light around etc. but have not solving the issue.
404
I know that this question is a bit old or maybe overdone, but I'm running the latest edition of Blender and when I use the Cycles engine I get really fuzzy results and I can't find a simple, non-compromising solution to the quality.  I don't know exactly what I'm doing wrong here, but I'm sure others share my frustration.  Leaving everything in default settings, I started a new project and switched to the Cycles render.  I duplicated the cube and set colors for two Diffuse BSDF shaders, then went ahead and made walls and a floor all sharing the same diffuse shader.  I made two windows to emit blue light.  The screenshot has gaps between the walls because of the setup:  I'm aware that it's considered very incomplete and many have come to terms with some amount of noise, but is this normal?  Furthermore, with default settings or not, I can't change the amount of noise produced.  Supposedly, using "progressively refine" in the rendering tab should make it refine itself indefinitely, however Cycles only counts to 10 refines and then stops, creating a render which is a pixel-perfect match of the ordinary rendering method when it's completed.  I understand that there are tricks that can be used to reduce noise, but at the cost of extra processing time and usually small quality conflicts, like blurring.  My question essentially boils down to is this Cycles' current limit?
8678
Using Eevee, I'm trying to simulate a light bulb. I have a sphere with glass material and inside it, I have a Point light. But the light is not passing through the glass:  However, if I disable the sphere object, the light is working:   How to make the light inside a bulb lamp pass through glass (using Eevee)? Here my test project:
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I feel I am nearing completion of the tutorial but am still having gaps in knowledge on how to render light properly. 2.92.0 blender file:  Overview layout:  Lamp:  128 sample before denoise:  128 sample after denoise:  1024 sample 1080p 100% render before denoise:  1024 sample 1080p 100% render after denoise:  I've been trying different Light paths, but I honestly don't understand the extent of how they interact with each other. I haven't seen any example of what those numbers should be in the tutorial either, if someone knows please let me know.  but it is now again a little bit too opaque, dunno when that happened. :D Not too sure what I am missing out so any suggestions would be lovely! Thank you in advance
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I tried to reproduce the results from the  unfortunately the video link is broken. And I might have overlooked some related settings.  The spot light is barley visible on the ground.    Increasing the Density of the Volume Scatter Node darkens the sky texture but leads to some light cone from the car's headlight. (only 10 samples in preview).    Which settings do I need to change or should I try a different approach?  Integrator settings are default and spotlight settings were copied from the example found in the docs.  Related:    (pre 2.7)  (BI only)
26844
So I have a giant object that is completely uv unwrapped. I would like to make areas of the object with a specific area of texture emit light.   The problem is that this object (and it is only one object) only has one material. I would like the lava to emit light, but I cannot move it to a separate material without breaking something.  I'd like to find a method where I can select a part of the texture and tell blender that whatever has that part of the texture emits light.  Is this possible?  Thanks.
40351
I am relatively new to Blender so please excuse me if this is rather amateur!   The bottom of my torus has poor surface quality, I have scaled the vertices down for a smaller (variable) tubular radius all the way around the torus and at the bottom the surface quality is awful, with inaccurate shading. Any ideas as to what is wrong and/or how I could fix this?  Thanks, itsanate
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I have to have a spot lamp strength VERY VERY high to have these light rays come through 300000.0 and look good.  Sounds crazy doesn't it.  Maybe it doesn't matter but it doesn't feel right.  Will I start to have problems if add other elements?   Lamp Size: .2 Lamp Strength: 300000.0 World Volume: Volume Scatter World Volume Density: .05  World Volume: Homogeneous: True Render Sampling Settings Clamp Indirect: 3.0  Rendering No Caustics: True
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I am using the Cycles render engine. I love the ability to use my GPU for rendering, and I have achieved some nice results texture-wise, but I am having a hard time with lighting.   One problem in particular I've noticed is Hemi and Spot lights don't seem to work.   I also don't know what is the most professional way to setup lighting in Blender. I have heard some people say to use planes with an emitter texture for lighting. Does that work better than lamps?
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Does anybody know why there are dark patches in the corners of the pear shaped diamonds in my renders? I have attached the node set up of the diamonds (which i followed from a tutorial) incase there is anything wrong in there, and also the lighting setup for the same reasons.  I have tried spinning the ring and no matter which angle it is rendered at there is still darker patches, and i have also used a boolean to make sure there are no intersecting pieces of 'metal mesh' on the 'diamond mesh'.   Is it just a lack of light behind the claws and the shadows that are cast causing the diamond to reflect the darkness or are there other problems?
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I'm a beginner to Blender and as my first Non-tutorial model, i tried making a Wine Bottle &amp; a Wine Glass. Well, the modelling went fine but the lighting part is still troubling me. Can someone please help me with the lighting . Here is the reference photo of how I want it to look like(except the cap opener) :  And here is my best renders up till now :     I'm also attaching the .blend file :   Thanks in Advance.
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I am very beginner in Blender Cycles. I am trying to imitate this in cycles:  Not sure if this scene is CG or an actual photograph. I have modeled the eggs (easy), now I just want to imitate the lighting setting of this scene. I have tried adding:   One White Plane emitter above the eggs Same Plane emitter behind the camera, directly facing the eggs. Two Plane emitters on either sides of the camera facing the eggs. Turned Ambient Occlusion ON for the world.    I am getting either too crisp shadows or crossing shadows but never the same as in the scene.  So my question is which lamp should be used and where ? Please also explain why ?  I am currently here:   If I make the plain larger, the whole scene gets too bright:
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Can somebody explain in simple words. real life example light help and limitations of these schemes etc.
57140
I'm trying to create a row of street lights, both the lamp pole and a spot light. Since i can't simply join these two and use an array + curve modifier to set this up (using an array modifier + a curve modifier always deforms the mesh) so i came to the conclusion that working with collections and instances would be my best bet.   To get to my current result i parented the spot to the lamp mesh. Then i parented those two objects to a plane. after that i parented the plane (and so also the lamp mesh and the spot) to a curve that i converted to a mesh. I then activated Instancing for the curve with verts which resulted in something like this:     As you can see the lamps all face the same direction, while i want them to be rotated inwards. There's an option for 'aligning the objects to vertex normal'     but enabling this exposes a multitude of problems:   Problem 1: it turns out there's two instances of every object. (i have no idea why) Problem 2: the street light meshes get deformed.      Problem 3: the actual lights all face toward the same place     (I drew over the lamp directions with blue arrows for visibility)  If anyone knows how i can get this to work i'd really appreciate it, but other techniques are welcome too.
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In my 3d scene view, with display mode set to "textured", my texture looks fine. But when I render it the texture stretches all over the place. All my settings are at default, just a single sun object for lighting.
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My friend asked me to create a photo like this:    I noticed that its shadowless and my first question is whether it was setup to be shadowless, or was it made shadowless in post? How many lights are involved here? I think there's one for the background, and one above the product pointing something like 30 degrees down, and then some reflectors to the side. Just guessing.   I did some Googling and came across . How could that be shadowless? Looks like the product is a few feet above the ground, which is a white seamless background, and the camera and all the lighting are all pointing down. How could there be no shadow on the ground?  Thanks!
20686
I did setup an easy scene with an area light behind a window. In the glass (simple plane) which is in front the area light is visible - how can I turn this off so that the background is shining throgh?
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recently, I was using mesh planes to emit some light, and they had a strength of 8.0.. this worked well now, I want to swap these out for area lamps (to improve performance) i've positioned these area lamps in the place of my emitter polygons i've scaled them such they have 1.0 transform scale, and in the lamp settings, I set the size to 1m across (to size-match the previous emitters) the problem is, the lamps require a crazy "strength" of at least 1 000 000 (one million!) to produce any reasonable amount of light... this seems bonkers! point lamps, area lamps, and the others, are all effected my scene is scaled using the Centimeters preset.. the foreground is only a meter a way, and the more distant background is more like 5 meters back i've paid special attention to the sizing and scaling of this scene, I can't figure out why the mesh emitters are working with a sane Strength of 8, and the lamps require something out of this world? something must not be right...     Edit: Remastered scene corrects scales, problem persists       i've remastered the scene so that all of the objects have a proper scale factor of 1.0 this should correct any sizing discrepancy/confusion my scene must be in centimeters preset, all my other work is in centimeters the area lamp size is now definitely 1m, as highlighted in the above screenshot (and it is not affected by the 1.0 transform scaling factor, also highlighted (I also verified the delta scale is also 1.0)) despite correcting the scaling of my scene, strength 1 000 000 is still required is blender simply not accounting for my scene's Unit Scale setting?