I'm trying to make a scene like this:  But no matter how I mess with the bounce settings in cycles; the light just isn't coming out of the other side of the prism:   What am i doing wrong?
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I'm trying to achieve the effect where a beam of light sent through a prism or other refractive object, separates out into the light spectrum. (See image below)    This effect is especially useful to have when modeling gemstones, since the 'sparkle' of colors produced by this effect adds a lot of realism to the model.  It does not seem possible to get Cycles to produce this effect, since Cycles handles each ray of light as only a single, one-colored ray. Is there any way to coax Cycles (or any other render engine) into treating light as a full spectrum? Is this kind of treatment of light even possible in Blender?
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I'm currently trying to create an effect like the one displayed below in Unity:    However, it seems that I can't do this with any of Unity's built-in light objects, and I simply cannot find anything online that talks about this. Is there a way to achieve this in Unity? 2D or 3D solutions are fine, as I'm sure that they're both very similar to each other,
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. I tried to imitate the LOD effect in unity using crossfade LOD but . I've done some research into the subject but can't seem to find anything about blending foliage in this way so I'm looking for advice. Thanks so much!
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In solid mode with Material or Texture, it is shown fine.   But in the Render mode, everything is pitch black. I have a sun, and the Opacity of the scene is set to 100%.    I am new to using Blender, so I have no idea what is wrong. If you could help, I would appreciate it. If you need more information to help me, I would be glad to give it.
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I'm trying to render a lightsaber on a transparent background to use as game sprites. I've followed a  on youtube to create the glow/blur effect and it worked great on a black background but it's completely invisible on a transparent background. I figured I had to put an alpha channel node somewhere to make it work but I tried all the "alpha" named nodes all over the place and without success.   This is how the node setup looks like   Here is the  if you want to take a closer look.  EDIT: Found a solution/workaround. Doesn't look as good as before but it's close enough.
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I've been stuck for quite a while, it just looks wrong you can surely tell. I'm kinda new to blender, here's a picture:  Q: How can I improve the glass shader?
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How would I achieve this low poly water effect using cycles?    But the closest I've gotten would be this:
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My Young's slits experiment doesn’t work. I mean I tried to see wave effect of light but I didn’t see any thing expect particles! I’ve sent you a pic of my laser and a short video of the experiment. Is there any problem you think?
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I found there is a circle when the point light through my glass material using the circle render.  How could I solve it?
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I already subdividied the surface, but still getting this raw shadows in between of the spheres.   What can I do?
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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.
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I'm using a Spotlight on one of my scenes, first I planned to make the effect of the lightrays on other editing software, but maybe it's possible on Blender. It is possible to make a spotlight look like the image below? (also, I'm using cycles)  Thanks in regard! :)
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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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Alrighty.  I've searched all over the place and even put in a couple of requests from every deity I could think of, but nothing on my issue.  So, I'm messing around with making up volumetric light cones for spotlights in Cycles for a project.  I've got all of the parts set up and in scene.  I start rendering and I get some odd results.  With GPU Compute and GPU+CPU I get wicked amounts of noise inside the cones.  As if the density of the scatter isn't high enough.  Then I try CPU only, it comes out smooth as butter.  Now I'm running a 9900k 32GB RAM and an RTX 2080 on the current stable release of 2.80.  I just can't figure it out.  I mean, I can handle just using my CPU and eating the much longer render times, but I'd much rather use the full power of my rig and get the same if not better results.  I'll put up some pics for examples of what I've got going on.
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I'm trying to make a light paths like there:    To achieve this light threads (streaks) I used a particles emmiter with shining icospheres and motion blur shutter like .  I got this result:    First of all I wish to get full path of the light: from rising to falling. And the second I wish to see the half circle path, but not the angle like now.  Maybe I should use another way to achieve the reference?  Blender 2.75, Cycles
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I'm trying to do a volumetric light on Cycles, and I've followed tutorials, but nothing has worked yet. How can I make a proper volumetric light in Blender, like the following one?    But to leave the light in the middle, like, almost a star, is this possible? I'm at the point to use an image plane besides the light which would be better... I need to use it moving the camera.  I'm actually trying to do this because I want to simulate the brightness of the Sun.  I tried the effect, but it still gave me an error:
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Essentially I want to turn a material into a kind of night-light. For this character I'm working on, I wanted the crystals on him to glow in the dark... And I got them to glow using various shader nodes. However I can't find a balance that looks bright enough in the dark, and not washed out in the light. So I was thinking perhaps there might be a node that could change the light emission of the crystals depending on the amount of light from external sources. In truth I don't even know if this is the best way to go about accomplishing what I want... Which is to have only barely semi-transparent crystals that glow brightly in the dark and appear as solid colors with a slight emission  when in the light. The other question is... will something like that carry over into unity? Because if not I'd rather save myself a lot of heartache. Here's a picture of what I have so far: