I am trying to make a spotlight illuminate a scene. I have removed the linked background so that there is no ambient light but the following render depicts this spotlight at about a strength of 4.5 million. Any ideas of how it got like this and how to get it to a normal range?
124274
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?
92368
I'm wondering how to achieve a neon-light type effect. For example, in :    Or in :    Is that a Bloom Effect? Or what techniques would I have to look for?
8708
Using v2.73, cycles and a very simple scene: an array of cubes, no big deal.   If I set the shader's material to transparent, the cubes in the foreground do become transparent but those far away in the back do not disappear completely and this strange dark things appear (visible in rendered mode and in final renders)    I've played with the clipping distance on the viewport and camera, but I can't figure out how to make those ghosts go away...
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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:
2184
I have an object with an hdr for the background. What do I do in Cycles to render the background with my object?  How is this different from an ordinary render in Cycles?  The hdr is a big one, 350MB.
97392
I am currently trying to recreate the laser line described in    I have selected the Cycles Renderer, enabled nodes on my light (spot and point tested). I can modify the strength and color using various node outputs so the nodes seem enabled. I have tested the other types of laser schemes presented in the link above but none produce output close to what is expected.  Is it the light source which I should be modifying the nodes for?  Something that feels quite strange to me is the use of the value of the cross product which I am uncertain how it would be defined. (area of the parallelogram between the vectors?)   Have I missed something fundamental about how nodes work and if so a source to start reading and learning about them would be appreciated.  Thanks in advance.
22478
I'm trying to follow along with a blender beginner tutorial, and I'm having trouble with spot lights. All other lights seem to work fine but I can't get spot lights to work.    Light isn't really doing anything to the scene, I can delete it and it'll look the same.  You can find the blend file here -
32362
I am trying to render a kitchen sink / Faucet    Here is another reference image of what I want   What I have got so far is this   Settings for World:  I have used an environment map HDRI with 0 saturation.  Material settings:  Triad with glossy, glass anisotropic and there mix shader combinations and the new principled bsdf shader too but didn't get the required result.  Studio lights: Followed multiple youtube tutorials on setting up studio lights in blender but the results were not what I wanted.    LEAVING CYCLES :  Decided to try some other software So, Downloaded Keyshot 5 but keyshot wasn't able to produce cycles like results LoL.  Not : I have always struggled to get professional quality product rendering in cycles      So now I'm back in cycles looking for help.
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Using Cycles as a render engine, I assigned an empty as a camera Track To target, and as the focus target in Depth of Field, yet rendering the scene, the depth pass is rendering all white, as if there's no depth of field, while the combined pass is rendering just fine, am I doing something wrong?
85175
How to achieve the strong light effect (you may see in some games and 3d renders), where the light is so strong it's penetrating the objects?
1094
I'm trying to make a test render of my model. But everytime I render it the render looks completely different from the viewport. The viewport is in render mode so it should look something like that, but this doesn't come even close.   I'm using cycles renderer. And my world note is just the standard one so nothing installed there.  There are 2 sun's in the scene both set to 0.5.  I've tried different hdris but they all have the exact same outcome. I've pressed alt+h to see if there was anything hiddden in my scene that blocked the background and nothing shows up so I don't think that's the problem. I've also copied it to a new Blend file to see if there was anything wrong with the file itself but it also happens there so it must be something in my settings I guess. But I just can't find out which one    this is how it looks in the viewport render.    And this is how it looks when I render it.  I really don't know how to fix this so I hope someone can help me here
4960
My model has a clear plastic (or glass) dome with objects inside.  The objects appear dark.  I've tried the glass shader with color 100% RGB, with very small IOR, and using just a refraction shader.    I know Cycles has problems with caustics, but I just want broad illumination to fall clean through the glass.  The light-to-column path can ignore refraction, but is blocked or tremendously attenuated. The camera-column path needs refraction, and seems to work fine anyway.  This demo image offers all optical paths of interest:   light upon object, seen directly light upon object, seen through glass (looks okay) light through glass onto object, seen directly. This is the shadow on the lit side of the column just below the glass tubing.  I expect full illumination, but there is shadow.  There is some light, but it's diffuse light from the floor. light through glass onto object, seen through glass. This     I did at one point try non-progressive rendering, and find extremely coarse light where there shouldn't be shadow, but this is not a practical way to make nice images. I've even tried cranking up certain sampling settings to many thousands, but still get bad noise though less, at the cost of long render times. I  would like to finish my creations sometime before "Star Trek, the Generation After the Next" becomes real life, if you know what I mean.  The next image is an example. I think Transmission in Sampling was 5000, but not sure.    I'm using Cycles in Blender 2.67 on a quad core Linux machine, 16GB RAM. Machine limits have never been a problem for 3D rendering.  Possibly, I screwed up some setting when I made my startup file, and just need to fix it. OTOH maybe this is just a limitation of path tracing, or of the way Cycles does it. If that's the case, what to real-world Blender artists do when they need to produce images on a budget and schedule?  What is the practical real-world fix?
76924
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.
36765
I am currently using Sheep It! to render my blend (built on v2.68c) on multiple computers, and I noticed something rather strange. According to the log on-site, the frames rendered from other people's blends were completing in 3 to 4 minutes. This was on an 4 core i5. My main rig (with an 8 core i7) was completing frames in no less than half an hour. How is this possible?  To clarify, these people's frames are very complex, often with very detailed textures. I have 2 objects in my blend. Below are the options I changed for my blend:   Aspect Ratio: 1000px x 1000px Output: PNG Clamp Indirect: 0.98 Render Sampling: 128 Min Light Bounces: 0 Max Light Bounces: 4 Cycles Render   Is there something in there that I should change to make it go faster? I can't really comprehend how it's going to quickly.  EDIT: To answer what @Duarte asked...   System Specs: i7-920, 3GB DDR3, GT 630, Windows 10 I have two circles, extended to form a sort of coin with a star on it. It is not complex at all. I have Firefox and Steam running in the background, but not actively. I've been away from the computer for 8 hours and noticed this behavior. (I am running Blender from Steam.) I made sure when I began rendering that the blend was set for CPU rendering.          And to answer what @pycoder asked, yes, I am using Cycles Render.
61311
When I render in Cycles it turns into solid white.  I've spent the past 2 hours researching the answers to this online, mostly through this Blender Stack Exchange.    1.) All my layers are turned On 2.) My World is not emitting anything, it's just black. I have my camera facing the model (as you can see in the screenshots).   And after messing with it some.. it now renders in solid static (as seen in screenshots). Trying to upload the file now to tiny upload.. so hopefully during this weekend someone can figure this out for me. Ugh!!.. lol. Thanks so much!
99076
When I render something, as image or video, is there any option to change the contrast or saturation of the image without having to use any external software? Thanks in advance.
5961
I am making a house in Blender Cycles. In rendered mode, all shaders are somehow visible, even though I don't use any lamps. I do have an environment texture, however it shouldn't light up the inside of the house. Especially when there are no windows. Even if I set the background strength to 0, it still lights up the inside and outside of the house.  So now, if I add any lamps, I has nearly no impact on shadows, shaders, reflections etc. What could be wrong with my scene?  Let me know if you have any questions on my settings that might help you find the problem.  File:   These are the world settings:   For the Ambient occlusion I always use this node:   It usually works fine.