The bronze effect is with the help of quixel textures and there is an HDR image in the background. How do I preserve those effects and bronze texture in a render animation or image?  I'm using the shader mode and I have checked the transparency also, in the film section of the render properties. For the Render, I´m using Cycles with CPU toggled on.
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Blender 2.8 contains a number of HDRi's in it by default for the LookDev. I'd like to know how to use them in final renders (EEVEE or Cycles), because quite frankly they appear fantastic.
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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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Apologies for this possibly too vague question, but are there some general guidelines to follow when rendering artificial 3D meshes together with an imported 2D image as the background?  In the attached Blender file (or rendered image), the cube looks so out-of-the-scene. Some reflection from the green background onto the cube should make the cube more realistic in the scene? I don't know how to put it in professional terms -- any suggestions are welcomed!
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I just finished the doughnut tutorial series and wanted to know what I need to learn next. I was wondering whether anyone has any advice about how to make the shading and water/fire simulations/particles look more like 90s oldschool animation (like ,  or ). It would really help me. Thanks a bunch!
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I want to render an image of a fire in cycles, but as a png with a transparent background. Without a transparent background, the output image looks like this:    But as soon as I tick the "Transparent" checkbox under Render->Film, all the semi-transparent parts of the image are not rendered and it looks like this    which is clearly not what I want. I've tried to add a holdout shader or a transparent shader to my smoke domain material nodes, but it didn't help. I've only found answered questions for semi-transparent glass, but none for volumes. My node setup looks like this:    but the transparent shader doesn't do anything.  Has anyone an idea how to fix this?  Thanks  Edit: I've just changed the flow type to "Fire and Smoke" instead of "Fire" and now the semi-transparent parts render too, but I don't want the smoke.
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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:
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I'm trying to overlay an image on top of a shader to create the effect of having printed onto metal like so:    I'm using an Anisotropic shader for the underlying brushed metal and have UV Mapped a PNG (with alpha channel) for the printed portions. I've tried using a Mix and an Add shader to combine the two but it doesn't give the effect I'm after. Instead, it looks like the metal was stained with a translucent film, rather than over-printed with an opaque ink/paint.  Here's my shader so far:   How can I achieve this over-printed effect?
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I'd like to be able to render in cycles without the annoying tile system, just letting Blender keep working on the overall image, until I like the way it looks. Just like when I hit shift+Z, with preview samples set to zero. Is there a way to do this?
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As a beginner I am having hard time and sorry for this basic question. I have bought some vector from ShutterStock and while removing the background layer, I get some black gradient in the edges of the sparkles!  For easier understanding, please see the image below.  How do I get a fully transparent image of the shining frame. [I have the layered vector file of the image]
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So two problems I am having. First, I have a background image with it set to all views. I went into the node editor and added the image and connected it to the alpha over node along with the render layers node. No background image! it does show on up the camera view (numpad 0).   Second problem I'm having is that the side of the cylinder is all charcoal looking when the texture is set to be just gray. The gray rings are suppose to be mirrored glass and reflect the background, that may be working? Hopefully it reflects my background image once it's working.   I am on Blender 2.69
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Is it possible to control the shading via a node in the compositor? I would like to generate two output images, one which has material shading and one without any shading - just the colors from the texture.   So far I only found how to control this option with the UI (of course) and with Python, but with these methods I have to render the image twice, which is somehow an overhead.
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How do I get the Cycles Principled BSDF shader to support a base color image such as a 32bit png with alpha or a tga with an alpha channel, and get the transparency to work. I don't see anywhere on the Principled BSDF shader that handles transparency.  Without success, I have tried:   Properties Editor>Render tab>Film rollout>Transparent Properties Editor>Material tab>Settings rollout>Viewport Alpha (changing to other than Opaque). Adding a Transparent BSDF and Diffuse BSDF after the base color image node and using a Mix Shader to combine them.
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I do not know at all what this effect is called, therefore I cannot search for the answer on the web. I am referring to the thing where the RGB color will shift individually when the camera jitters/move  So, how can I achieve this sort of effect in blender? and for future reference, what is this effect called?
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Update  As of 2.76 there is a .    In Blender Internal there was an option to turn this off (called )  Is there a way to do this with Cycles? I know you can just scale your textures up with a transparent background, but you end up with textures much bigger than they need to be.  Is there a way to this, and if not, why not?
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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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I have a pre-rendered animation that I want to play on a TV model in my new scene animation, and I really don't know how.   Would I do it within Blender, or should I make the material on the TV screen green, so I can green-screen it on?
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I have an image texture material on a mesh already in blender cycles 2.75... I was wondering how to change the material with keyframes so it changes to different pictures in the animation... I tried image sequence, but that doesn't seem to be what I am trying to achieve, neither does pressing "i" on the image source in the materials tab, it just says that the name property can not be animated ... Could someone help?