I have a problem with the graininess that appears in the shade. I want to render an object with a nice and clean shadow. The result is a png with a transparent background. Render in Cycles engine. I have enabled Shadow Catcher, Transition, RGBA, Denoising - OpenImageDenoise . The number of Samples is 1000. Can I fix this problem somehow?
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I am facing some issues with the shadow-catcher and denoiser in Blender 2.79. Denoising doesn't seem to have any effect on shadow catcher shadow. If I turn off shadow catcher on ground plane the desnoising works well. But if it's turned on - the shadow stays noisy.   Also the shadow become much darker with shadow catcher turned on.  Am I doing something wrong? How do I get noise free contact shadow and lighter shadow like the left render?   Here is the .blend file of the scene in case someone wants to inspect it:     Will really appreciate any help.
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I am ready to render my animation but it seems i have a problem with my texture of the object i animated.  In the image u can see that the object is transparent and I can look trough it. So what is the problem here?   This is the node setup.    Thank you for your help!
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This is something that has been irking me for a while, as I've been working on a car project. I'm trying to create a paint (in cycles) similar to the the material in this image:    The problem is, whenever I try to make it, it always comes out looking to diffused or too sharp.  Here's my node setup:    And here's the render:
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So this is my first try with cycles and I was wondering what can I do to make the image clearer?
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I'm trying to make a test render of my model. But everytime I render it the render looks completely different from the viewport. The viewport is in render mode so it should look something like that, but this doesn't come even close.   I'm using cycles renderer. And my world note is just the standard one so nothing installed there.  There are 2 sun's in the scene both set to 0.5.  I've tried different hdris but they all have the exact same outcome. I've pressed alt+h to see if there was anything hiddden in my scene that blocked the background and nothing shows up so I don't think that's the problem. I've also copied it to a new Blend file to see if there was anything wrong with the file itself but it also happens there so it must be something in my settings I guess. But I just can't find out which one    this is how it looks in the viewport render.    And this is how it looks when I render it.  I really don't know how to fix this so I hope someone can help me here
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So I recently made the switch to cycles rendering and smoke modifiers, but it's been giving me loads of problems already.  This is what the model looks like:   And then when I go to render it, this is the result I get.    Why is this happening?
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this is the first time I've used this website, sorry if I dont organize the post wrong. I've been using Blender for a couple months now, so I'm not too terribly new, however, There are these weird black shadows on my model and its driving me crazy, as I cant get rid of them. They're not a normals issue, as I've already recalculated them and it's not that. Does anyone know what causes this? Its in object mode, by the way. It happens anywhere.  Its probably a problem with the way I modeled it or something, as it's happening around these sharp edges. Here is it in edit mode.  Here is it in edit mode. Does anyone see anything wrong that I did? I'm sure I did something wrong.  Thanks so much for your help.
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So I'm trying to make some very refractive glass in Blender Cycles. I've tried using the mix shader with Glass, Trasparency, by a factor of Is Shadow Ray + Is Reflection/Trasparency Ray etc, and I've also messed with every setting in the Light Paths section of the Render Properties.. but nothing will get rid of these black corners (see picture below), even though there is nothing black or unlit in my scene.   In the past I've used Cinema 4D, and I would just turn off every channel in a new material except for Trasparency, and then just mess with the Refraction value, and I would get a very clean, realistic-looking glass material (see picture below). You can still see a few black spots I think, but, it just looks so much more refractive and clean. What I'm wondering, is what Cinema 4D does by default in this scenario, that Blender doesn't, and what settings I need to adjust in Blender to get the same result as Cinema 4D's default Transparency/Refraction settings. Any help would be so much appreciated!! Thank you!! (I've searched through YouTube, and Google Search, and this website a ton looking for every related keyword I could think of, but haven't found the answer to this issue yet :o the closest thing I found was this  and at the end of the answer the guy even says he doesn't know what causes the black bits)
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I have a series of PNGs that have transparent backgrounds.  When I place them on the strip in Video Editing and render, the background on the video is black.    I've made certain that the Transparent box is checked, and that any file formats, container or codec selections allow for RGBA, before rendering animation.  Still, the background of the video turns out black!  The file is here, and I'm desperate (and appreciative) for direction:   I would like to render the PNG files, within the Sequencer, as an mp4, WITH A TRANSPARENT BACKGROUND.  Hope this is descriptive enough to gather a response?
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I am using the Cycles render engine. I love the ability to use my GPU for rendering, and I have achieved some nice results texture-wise, but I am having a hard time with lighting.   One problem in particular I've noticed is Hemi and Spot lights don't seem to work.   I also don't know what is the most professional way to setup lighting in Blender. I have heard some people say to use planes with an emitter texture for lighting. Does that work better than lamps?
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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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Can someone help me determine why my render is coming out in such low quality? I have Cycles up to 500 Render Samples, but I have no idea why it looks like it's only using one.
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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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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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Is there any way to make a totally white shadeless material in Blender Cycles? I need to render something as a silhouette being totally white and the background (the background isn't an image or geometry, is just non-existent) completely black. Or make the geometry totally white with not shadows or lights at all, and the background totally black.  I know that in Blender Render you can simply make a Shadeless object texture by pressing the button with the same name and reducing the reflection of the same geometry.
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I am following this  on making an asteroid and when it comes to rendering the scene I get an unwanted "shadow". The shadow starts to appear in frame 36 of the render (but is clearer in frame 40) and i do not know what i have done wrong. Here is the .  The effect described here is clearly visible in the right top corner, like a polygonal darkness.
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I have a simple scene where I have simple planes and textures using the alpha channel of the PNG as transparency.    The way I created the files makes the Alpha channel 000 black and 255 pure white. Here is one texture if you want to examine it.      When I prepare a scene using cycles, it works fine.    I can add more planes this way.    But when I add a third one, the intersection of the planes begin to form a shadow.    Stacking 4 planes make the shadow obvious. It is rendered on the spot where the images are combined.    Here is .  What settings can I change? I changed bounce samples... but this is not about bouncing...  Any tips?