I have set up a model in Blender and started refining material properties, lighting etc. around some imported geometry. It is looking good, but I would like a surface to represent the light scattering of woven carbon fibre.  I have found an  of a very good approximation, though I haven't yet fully figured out how it works. It works using Cycles renderer. When I switch to Blender's renderer in this project essentially nothing gets drawn (uniform grey).  However when I switch my model to Cycles renderer nothing (still uniform grey) also gets drawn. It seems like there is a fundamental difference in modelling strategy bewteen the two renderers.   How can I move from one technology to the other?  How can I know whether a technology I am trying to use is meant for one renderer or the other? Would it make more sense if there were two versions of Blender built around each renderer and only exposing the features that work with each? Perhaps the differences aren't as large as I'm suggesting.   Edit: I think the bigger question here is how I can know whether some tool I'm using is or is not compatible with the chosen renderer. As per the comments it seems that the internal renderer is being deprecated and Cycles or eevee is going to become king, how can I know I'm using the technologies compatible with it, without trial-and-error, use it, change it, render, see what happens?
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I know this may be a tough or confusing question, but I have numerous existing materials I created and reuse for a project, which were all prepared for Blender Internal.  Now, I want to start the transition to Cycles, but I've hit a roadblock. How can I transition my materials without completely starting over? Or should I just forget it and start with fresh materials?
74890
I am working on a game where I want to allow users to mix multiple colors (similar to shown in this video): . I have the following questions:  I am expecting that this is done using shaders. What kind of shader I have to use for such implementation? What will be the logic to create this type of shader? Are there any other ways using which this feature can be implemented? Are there any open source tutorials or examples?  I would appreciate any suggestions and thoughts on this topic. Thank you.
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so I'm working on a little bathroom scene and wanted to make a clay render. I started looking for the material override which I kinda knew where it was and on the way I switched my render engine accidently to workbench instead of cycles. Switched to cycles all my seetings on the render tab are missing except color management and free style. Hows that? I restarted blender multiple times and tried some other stuff but nothing changed a thing, and I'd rather avoid a new installation
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Blender is rendering an older version of my project, not the most recent one. I have made it using the Blender Render but it does not want to render in cycles either. A black and grey screen is rendered as if everything is transparent. Checked general camera, lighting and compute devises in case I messed something up but I can't find anything. All my textures and objects look normal, does anybody know what is wrong or what to check?  Ok added link:
33280
Having problems with hair transparency using cycles. I ported over a model from daz studio (have done this a few times before with no issues).   Using a simple mix shader, transparent top, diffuse bottom, black/white texture in the fac.  Heres the blend  with images packed.
62106
I have two planes with the same node setup, but only one of them is transparent in Material Viewport Shading.    The one that works was created by the Import Images as Planes addon. The other plane was created manually and copying the addon's material setup into a new material.  If I set the addon's material to the "bad" plane it works, so the problem is related to the material itself (nor the object, OPGL or my hardware). I'm working on 2.73.  I have no clue about this behavior,  for checking it out.
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I am in rendered view in the viewport and my glass shader isn't working correctly. I remember a couple months ago I was making glass for a ship and these settings are the only thing I had to mess around with:    So I added an hdri as the environment background and this is what happens:    Now the glass works for the environment but not for other objects, Can anyone help me figure this out?
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My E/C implementation is the basic one where Entities are just ID's, Components are data and Systems act on the Data. Right now I'm having trouble with object materials and rendering in general. For simple objetcs I have a ModelComponent, tied to a RenderSystem, ModelComponent has the vertex buffer ids that the render system uses. A simple MaterialComponent would probably have color or specular strenght, etc, but I wanted it to be flexible enough to allow for more than one render pass and general "effects" that are not as easy as a simple variable in the MaterialComponent.  Trying to solve these problems I came up with two solutions:  1 - Super-generic Material Component  Something like this:  struct Material : public Component {     ShaderData* shader;     std::vector&lt;std::pair&lt;std::string, boost::any&gt;&gt; uniforms;     [...] };   and in the render system I would loop and pass the uniforms to the shader. I suppose this would be slow, but fast enough for my purposes.  2 - Another layer of abstraction, MaterialData  Having a class to wrap specific materials, that could be inherited by whatever specialized  material, the base class would have something like void set_shader_constants(ShaderData* d) but the implementation is up to each class, and the MaterialComponent would have a pointer to a MaterialData object.  I'm not sure which approach I would prefer, but neither of these touch the subject of multiple passes, or other complex rendering techniques.  Any idea on how to accomplish this?
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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.
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Is it possible to have a mesh coloured and textured in cycles and then have it displayed in internal?  The only reason I ask is because I am building a log cabin and want to put some windows in. When I have done glass in cycles (Nodes) it looks much better (realistic) but when I try to do this and go back into blender internal to finish the rest of the log cabin off the window and the mesh surrounding the window becomes undefined and discoloured.  Is this because I am trying to put cycles into internal or because I am doing something wrong?
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I want to export my objects to unity, but in blender I`m using Eevee engine. However the light in rendered more and material preview mode is completely different, which impacts the colors of objects. Which one can i trust to see the true final colors of the objects so that they will be the same when i export them to unity?
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I always mess up my model in blender. At some point I manually add vertices on edges with subdivide and then I connect them with J, and sometimes I have to fill faces with F.   As you can see my model is a little bit messed up and this happens all the time. And I can't properly use the loop cut tool anymore. Any idea how to fix this? Update: Here is the blend.file
68305
How can an object be to rendered using the cycles render engine so that it renders with normal maps, specular maps, etc, and shows wireframes of the mesh and the subdivision surface modifier? For example, -   This is done with a texture, but is there another way?
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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I'm trying to match Cycles to a Blender-Internal material setup and I didn't see a way for cycles to have an image reference more then one UV map.  Is it possible to have a node setup with 2 image textures, each using a different mesh UVLayer?
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I am creating an outdoor scene and need to create 3d clouds. What is the best way to go about this in blender cycles. I know you can't use the cloud generator addon since cycles doesn't have support for volumetric shading. Any help is apreciated.
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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!