I wonder if I'm going to land into the right part of the forum for this thread, appologies if I didn't.  This scene is meant for an eventual animations. I tweaked some parameters to reduce the noise as much as I could and render this view with 200 samples. It took 3:12min. This is the best so far I came up with 5 months of experience with modeling and blender.  I know it's not a regular question for this type of forum but I hope I can count onto your experience to get your point of view. (no pun)  -The main Light is coming though the windows. These are configured in order to avoid caustics.  -I used portals in front of these areas  -Currently using 2 Max bounces  -The exterior light comes from a HDRI with a ''sun'' area cranked up and a Sun lamp that definitely need some tweaks yet.   Question 1:At this point, I'm only wondering if I just have to crank up the samples or if I'm missing something important before boosting render times?  Question 2: Should I consider getting a better HDRI texture or tweaking something about the exterior light to help reducing noises?  Thanks for your input!  Charles
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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?
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This has been bugging me for ages. I want to recreate the shadows that are on the background of this image. Whenever I attempt to recreate something like this the shading ends up looking very amateur no matter how much noise or blur I add or how many layers I introduce. I would really appreciate help on this!
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I'm currently a beginner when it comes to 3D modelling but doing okay so far. I'm struggling a bit when it comes to the final renders of my scene, specifically on the camera view I want. Sometimes its to zoomed in and sometimes to zoomed out that it's gone out of the environment of the blender. I realized the settings for the camera on blender are for actual cameras / photography and I'm no expert on that too. A tip on how to control them precisely would be nice. Thank you.
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I read the original , I understand, but I don't do Python.  How would I "reset" my settings as shown? I've had trouble with these forever, so my Solid lighting as I work is bizarre. Even with a new startup they're kaflooey.  Added bonus: How to "put back" the settings I have now if I screw up?
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I'd like to recreate the shading that is going on in the Sculpting view for high-resolution render. It seems to have a very specific light-setup and way of catching light the soft specular, very thick black creases it creates and the almost solarized fill light (light blueish bottom-lighting)     Is there a Material out there that does this?   Thanks
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When creating an object, like an A/C unit in my case, there are a lot of objects that are only partially visible because of the view or because they are behind other objects, and some are not visible at all because they might be on the back of the unit. Do all those objects, even the ones that aren't directly visible, get rendered when rendering in Cycles? Just trying to think of ways to improve render speeds. Thanks!
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So i am trying to texture my mesh with cycles render and im wondering why does my mesh look better on render view than in material view with the textures? In material view it is so mutch lighter. Is there a way to fix it? or is there anything to fix it and its just like it is?  Also tips and tricks for texturing is appreciated  Here is an image:
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I would like to know which nodes can I combine this two render layers  width?    I've made this with alpha over node and transparent rendering. I want such an image but I don't want to lose the background (Sky texture).    Thanks for helping! :)
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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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So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1),   I went to start adjusting the camera only to be greeted with this(Picture 2).  The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game.   Thanks in advance :)
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Quite impressed by all of Gleb Alexandrov's scenes with some amazing dust floating around.   (To see what I'm talking about > )  And I started working last night on a scene that is going to need the same sort of atmospheric dust in the air. But when I looked around on how to create dust particles in the air there was nothing there. Not even anything I could adapt from a tutorial. Everything was from 2009 before volumetrics was even introduced.  Someone in an older tutorial did use a particle system and used a scaled down icosphere as a mesh for each particle, but experimenting with that made everything look really tacky.  Is there a way to do dust particles that I'm not thinking of?
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I am following this  on making an asteroid and when it comes to rendering the scene I get an unwanted "shadow". The shadow starts to appear in frame 36 of the render (but is clearer in frame 40) and i do not know what i have done wrong. Here is the .  The effect described here is clearly visible in the right top corner, like a polygonal darkness.
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This is the Milky Way above Kakadu National Park, Australia, and my first try at astrophotography.    Thirty second exposure, f/4.0 at 17mm with ISO 12800 (!!) which in hindsight probably was way too high and resulted in a lot of noise. I also used Picasa to increase contrast, but I probably went a bit overboard there as well.  , I am looking for input on how to better postprocess this picture to reduce noise.
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Is there some way to render exactly whats in the camera view in the 3D view? By that I mean just like a screenshot really, all paths, lamps, and cameras, just like things look in the camera view. The reason I can't just take a screenshot is that I need an animation and it would be too cumbersome to take 1000+ screenshots!
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I've made a simple animation in blender 2.81a and am now trying to render it.    My system specs: CPU i7-6500U; GPU Nvidia Geforce GTX 950M; RAM 16gb DDR4 So far, I've done two test renders (both in cycles):   8 samples, 8 light bounces, denoising on, 60fps (240 frames). Total render time was about 3 hours. Looking at single frames, they were flawless, but if you play the animation, you see that the denoiser is producing some kind of jitter (like in ). 256 samples, 4 light bounces, denoising on. I set the framerate to 24fps and used time remapping to maintain animation speed (96 frames). The jitter has become far less, but is still there. However, the time remapping made the animation look kind of not-fluent. So I figured that I probably need 512 samples to reduce the jitter and render at 60fps. However, this will probably take about 16 hours to render. Are there any other ways to   change the framerate without changing the animation speed? (except for manually repositioning keyframes) decrease general render time/reduce the jitter (aka denoising for animations) Thanks in advance!     Edit: I heard that Blender 2.83 and 2.90 (which is not yet oficially released) have improved the denoising system, e.g. AI-accellerated denoise, adaptive sampling and optix viewport denoising. Do any of these also apply to video or is there now any option for better denoising for animations?
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Bit of an issue here, trying to render this glass scene    Looks fine in the viewport, but when I hit render    Does anyone know the cause of different view port and final render, and how to fix it?  Here's my
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So I'm new to blender, and I've been working on a project with a tutorial. (some of you might know this)   I was going through quite smoothly until I noticed that no matter where I place my light, the rendered version appears the same. (directly above the objects) I tried different types of lighting, different brightnesses, (light is currently at around 4.000 brightness) nothing works. But if I delete the light, it becomes dark and grainy. (I checked on the side bar, there are no other light sources or objects..)  Even if I put the light source under my objects, the rendered version appears the same.  Am I doing something wrong? Why can't I change the direction of the light?        Uh.. Since I'm not allowed to post more than 2 links, I'll just post extra info here (also replying to @bertmoog)  I tried changing the light types, but they all do nothing (except for Sun, of course, and Hemi, which is interpreted as Sun for some reason) The brightness is set on 4.200, color set to white, shadows enabled, etc. But it still won't do anything. As you can see, nothing appears in the preview.    EDIT: I found that by rotating the sun to point where I want it to, it works almost like normal point lighting (sorta). This pretty much solves my problem, but still, why won't the other lighting modes work?