I created a simple scene with a plane, a mountain and some trees. I added a sun and selected "Ray shadows", but the shadows are created like if the sun is right above the scene. It's not where I positioned the sun and I even tried different positions, but the shadows never change. What do I need to do to have working shadows?  Blender v2.79 Blender Render
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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?
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Ok so In blender, I'm making a city, but in the 3d view, it disappears when going to a certain distance:  I'm not using a camera or anything, this is user perspective Help?
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I'm trying to make a logo that will be on the header of a website. What I'd like to achieve, and the reason I'm using Blender, is the projected shadows on the background looking perfectly real (as opposed to doing a drop-shadow in Photoshop).  The only thing is, the background has to be transparent because the website might use different background colors / gradients that make it impossible to match with the exported 3D background.  I made this dummy file (not the real logo... duh!):    If I use the file as is, the grey borders of the image will be impossible to match with the website's background color.  Here what I want:    So obviously, I tried masking the plane, which made the shadows disappear. I tried having a plane set to glass, which didn't work either.  And I looked around for a similar question, but didn't find one.   I am not trying to render , or a . I've seen  which has a very difficult solution to this problem, and  that is very similar but in Blender Internal.  is similar too but has never been solved. I'm only a beginner at Compositor, and I'm trying to learn more any chance I get, so any solution in Compositor is welcome if detailed enough. Although if there's a simpler or faster way, it's welcome too!  .blend file:
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My environment and render settings all seem normal, and when I go into rendered mode(Shift+Z or preview mode dropdown menu) it looks fine and lights the scene normally, but when I do a test render of the final frame, the environment disappears and doesn't light the scene or show up in reflections. I thought it might be my compositing setup somehow, but it looks like that while it's still doing the initial render, and I tried just plugging the rendered image into the final image slot to test it and it still looks the same.  Screenshots:
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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?
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I am doing an animation with a camera to add 3D elements to it (don't really know what it is called) when I press shift z to render my scene, things look great.  but when I try to actually render an image from my animation it only shows the monkey with the shadow, but no background.  I know that it has something to do with compositing nodes and stuff, but I am not sure how to works.. could someone please help? A also I used the new shadow catcher thing to make the shadow appear. Thank you.
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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.
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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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While rendering a mesh with smooth shading on, I get a dark region/shadow on certain faces. The effect is more evident when smooth shading is applied to a mesh containing ngons, with the ngons turning black when rendered.   The blackening effect is visible in the viewport too.  How can I solve this problem?
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For some reason, when I render out the image, it is plain white. I've checked the sky settings, and I tried applying textures, but nothing seems to change.  How can I fix this?
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I am quite new to Blender. I tried to set up a scene with a little character I modelised with a floor and an hdr. My problem is that the parts of my character which has a reflective material reflect the hdr but not the floor. Here is my viewport with viewport shading. I use eevee.
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I was trying to render my scene, and the render turned out very blurred. (It is not supposed to be blurred). Is there a setting that I am missing somewhere which is making it look like this?
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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.
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What I want to do here is create a system where an enemy object has some kind of "sight", as in the enemy can detect a player object when the player object comes in its field of view. I am currently thinking of the following two ways:   A spotlight that is parented to the enemy object acts as it's field of view. The enemy object casts multiple rays, with each ray being 5 degrees away from the previous one, creating an isosceles triangle of some sorts with rays between it.   The first method is problematic, and I do not know how to go about with the second method. How can I go about implementing it? Also, is there another way of doing the same that is better than the two methods listed above? If so, please do mention it.
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Here's a sample scene:  A room with a window, a point light to project light into the room, an HDR environment outside the room and a nice Image by Rembrandt that should be somewhat reflected on the glass:    Using a standard glass shader on the window, the direct light from the lamp does not shine into the room, regardless of how bright that light is. So I can't recreate the impression of hard day light, with clearly defined areas of light and shadow.    Adding a transparent shader to the glass shader I get a very pleasing result. The light from the lamp illuminates into the room creating defined shadows, transparency seems unaffected, to see the HDR in the background, the refection seem correct to me (I also like how I get double reflections from the thick glass).    Even though I am quite happy with this solution, I've gotten a few comments on making a setup with light path nodes controlling the mix of transparent and glass. The biggest issue is that the reflections on the glass are brighter than what they should be.  So the question is: By using this approach am I messing up any of the qualities of glass? And if so, what would make a proper glass shader that is realistic, in terms of letting direct light through, while keeping reflections, refraction and transparency?  A file to play with:    The HDR image used was created by
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In experimenting with an hdr environment texture for the World (with Cycles), I do not see very pronounced shadows in my scene even though the image has an uncloudy sun.  I expect my objects to cast shadows because even though the sky is bright, the sun is much brighter.    For outdoor scenes, is it typical practice to use a Sun lamp in addition to the environment texture or am I missing some other setting?
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I created a glass cone with black seams (the seams are a diffuse not transparent material).    When I shine light on it, the cone casts a solid shadow. Why is this?   I would like to have a (semi) transparent shadow cast from the glass and a full shadow from the seams.  Here is the link where you can (hopefully) download the blend file: