I often have a problem when lighting where to see the sharp edges on the mesh. This happens when I add any bump &amp; when I use Lamp as a light source. And the darker the scene &amp; the stronger bump, the more visible these edges, even when the object is smoothed. Please help with this problem. Because of this it's impossible to make quality works.
12400
I wonder if this is a bug, or if I missed something... When a light hits tangentially convex surfaces with "smooth shading", the shadow on this surface seems to "partially ignore" the smoothness of the surface. Here is an example with a simple cylinder :    On the left, a cylinder with "flat shading". Everything's ok. On the right, the same with "smooth". We can see an edge, bad shadowed.  With or without the "Edge split" modifier, no matters, the edge is still there. The shader is a simple white diffuse shader with no texture nor displace.  I have to add a subsurf modifier with at least 2 levels, which will insanely increase the vertex count... And I can't do that for my project.  I hope someone already saw it, and have a little tip to share. Or if someone already know it's a bug, or a limit of the current Cycles renderer ?
113371
I want to make some 3d models of pixel art. I started by adding a plane, adding a texture to it, added loop cuts to my plane, 15 loop cuts because it's a 16x16 texture, then I selected the blank faces and deleted them. As I extrude this plane, A &gt; E &gt; $0.1$, the texture messes up on the edge of the item, as shown below  Although not all faces mess up on the edge, a lot still do. I tried recalculating normals, unwrapping the object again, but I ended with the same problem, no change at all. Though I may have done it wrong, since I never did it before. I tried smart UV project and cube projection, but they just mess it up even more. Does anyone have a solution to this?
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.
98917
I would like to obtain a realistic rendering with edges not too sharp and smooth surface. I tried adding a crease of 1, but edges are too sharp. Marking edges sharp is too soft. It seems there are some artifacts in the rounded corners...what can I do?
10903
I'm trying to display models that have shading drawn or baked directly on the textures, but I can't figure out how to disable Blender's default scene lighting. If there are no lights in the scene, everything is black, but I want to see the textured objects fully bright. How do I disable the lighting?  NOTE: Just before posting this, I found the "Shadeless" material property, which does more or less what I want. However, is there a way to globally toggle the default lighting?
14610
I have recently started using blender and one of the models I'm working on has dark shadows along edges. I started this model from scratch. I can't remember them being there when I first started the model, but I had trouble joining areas together and think I've pressed something I shouldn't have. However, there are so many options I'm not sure what I did.  Here is an image of what I mean   The one on the left has the shadow. As a test I started a new model, which is on the right in the image, and as you can see it doesn't have any shadows.  Also, occluded vertices partially show through the model. Occlusion doesn't work properly.   In orthogonal view small darkened triangles appear along the the edges.    I don't really want to start the model again from scratch so any ideas on how to remove this shadow would be great. Thanks.
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Whenever I create a square shape at 100% zoom, I get perfectly sharp edges. However, once I zoom in at any amount, drawing a perfect square (without anti-aliasing) is very difficult. Is there a way I can turn this off?
54934
When I increase the point light radius, it ends up creating artifacts on the textures for seemingly no reason.  Even though I I have High Quality Shadows (High bit-depth and cube map resolution).  I want to create a smooth texture just like the corner of the photo, but for some reason it ends up creating these squares with what looks like many &quot;vertices&quot;.
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What are the factors that affect the sharpness of a shadow?   I would think that the distance between the light source and the object, the distance between the object and the shadow, and the size of the light source would all have an effect.   How do they affect the shadow exactly? What is the full explanation?
44034
As a picture often speaks better than words, here are the two images of my problem. I'm trying to get a smooth render on this object. I tried many options but no way I always have these artifacts. Is it possible to have a smooth rendering with a convex surface?     Here what I'm trying to model
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I am making an animation with a green background. When a lamp shines on my mesh, the background somehow makes the lamp shine on my mesh green as if the lamp was shining on it through green glass. How do I make this not happen? My mesh is opaque, has a diffuse BSDF, and is white. Thanks in advance.
6559
I’m not sure What it is? I’m trying to get a glossy shade to building in my scene as soon as I put roughness to zero I see these trees in glass. I have no trees in my scene anywhere, background is black. Even when I render I see these trees. How can I get rid of them and still keep my glossy building material.
115536
How would I go a about making volume light beams?  I have have tried  various tutorials, but they must be for a older version. as applying them does seemingly nothing.  A link to a functioning tutorial would be greatly appreciated as well.  I don't have a picture or .blend to show, as my problem with atmospheric lighting does not pertain to any specific scene.
116433
I have a simple setup to try out Volumetric Lighting. I have a spot lamp and Volume Scatter set for the World. The cube has a window for the light of the spot lamp.     But no Volumetric Lighting. I have read most questions on this subject. But I have no idea where I am going wrong.
4334
I frequently come to the problem of having a mesh with parts I would like to render smooth and "hard" edges connecting them.   How can I set the mesh to show the sharp edges but render everything else smooth?  In the example I would like the sides of the individual cylinders render smooth but the intersection between bottom and top to be sharp/flat
107726
Just started blender, following the donut tutorial. Using Blender 2.8. made another donut to practice, when adding Lights I can't find the 'Use Nodes' in the Light settings. Some help would be appreciated &lt;3
95069
I am using an image texture node as input to the emission node's color (basically, the texture controls the color of the emission).  Unfortunately, when I turn up the brightness of the emission node, the rendered mesh gets brighter and brighter until it's solid white.  I want the color of the mesh to stay the same but the light cast off by it to get brighter, is this possible do? How?