I use simple plane object with black material and put a point light above the plane. THe result is when using eevee , the light reflection is way to bright. (see the attachment : top image is cycle, bottom image is eevee). Is this my graphic card or any setting that i need to change ?  Thanks
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I get different lightning render with the same scene camera setup.  Cycles render (both experimental and supported feature set) gets weaker lightning and needs more energy.  How can I get the same lightning and reflection setup with EEVEE and Cycles?
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I'm trying to follow along with a blender beginner tutorial, and I'm having trouble with spot lights. All other lights seem to work fine but I can't get spot lights to work.    Light isn't really doing anything to the scene, I can delete it and it'll look the same.  You can find the blend file here -
106513
I was having an issue earlier, where I wanted to create a simulated reflection on the floor beneath a vector object made up of many smaller paths, while still maintaining full transparency of my final vector.  This is a very easy thing to accomplish in Photoshop and I found a few posts here about it, but I was having trouble finding anything about how to do it in Illustrator (let me know if this is a duplicate and I'll delete).  I figured I would share how I accomplished this task and open it up to any better methods you might have.  So, the question is: How do I take this vector object below and add a reflection beneath it, that fades to transparent?
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I have created this with cycles:  But the edge between the glowing and non glowing materials is very sharp. The material was manually applied to faces in edit mode. Is there any way I can smooth the edge between them in cycles?
17710
I was just testing Eevee and found that you cannot view a glass object through another glass. Is there any workaround? It works fine only If I rotate the glass window or put my camera to the back side of the scene
102617
I have been texture painting in look dev mode. But when i try to render it, everything looks very dark. I have 3 sun lights in my scene, ambient turned on in Eevee settings. What am i missing? I really like the look of my scene in Look Dev mode, how can i achieve the same look when my scene is rendered too?
10903
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 figured out how to use a normal image as the background while using an HDRI for environmental lighting. But I can't figure out how to use a different HDRI as the background.  Please note I already read this answer:  but this appears to be different for Eevee in 2.8.  Thanks!
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What is the correct node procedure to add in a realistic texture over top of an emission object (CYCLES)? Adding an emission shader makes an object completely uniform with no apparent depth to it, in which case we add a fresnel or layer weight. So let's say I have a plane with an emission shader on it -- What I'm trying to do is take a texture like this  And apply it over top of that plane so that the emission comes through it and still provides light to the scene, and (ideally) takes into account the light and dark areas of the image rather than simply an even, uniform brightness throughout. As a point of comparison, this is the kind of effect I'm getting now by simply using the image texture as an emissive plane -- note the lack of detail and texture in the lit signs.
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I added a HDRI on cycles, but the image is not appearing on the preview or in the reflection of my material on the model i'm using... What i'm doing wrong? :/
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I want to know is there a way to render Shadows only in Blender's new EEVEE Render Engine. I want my objects in a separate collection and a ground plane on a separate collection(to receive shadows from the objects collection).I want to render the shadows only and not the objects.
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I have a scene which must appear as if it's lit by a very small mesh lamp.  To optimize performance, what I'm trying to do is place a point lamp inside of the mesh lamp, and have the point lamp shine through the mesh lamp by having the mesh lamp's back faces be transparent.  However, in the reflection of the lamp on a glossy material, the point lamp shines through the mesh lamp:    I've tried making the point lamp invisible to glossy surfaces via Ray Visibility, and having the mesh lamp only be visible to glossy surfaces and the camera.  While this works, it makes rough glossy surfaces quite noisy, partially defeating the purpose of using a point lamp instead of a mesh lamp in the first place:    Are there any other solutions?
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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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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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When I render a single image in Blender 2.83 with eevee or cycle it does it without any problem   But when i render an animation with eevee either in png (frame by frame) or in matroska (mp4) the result is always gray. the colors of the letters on the right side move using AnimAll add-on, I don't know if this has anything to do with it.
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Look at my scene:     Sun is rising and as you can see the scene is realistic; I mean, that what is in shadow is almost completely dark. This is correct, but i would like something less "dark", like an HDR.  These are some parameters i'm using:     This is my unique Light in scene (Sun):     I'm using also a Post-Processing profile with "Eye Adaption" unflagged.  Can you suggest me what i've to change to make my object affected by shadow less.. dark ?   Thanks
115611
I'm UV mapping some text  which I did in Illustrator and exported PNG 300 resolution. And I rendered it using cycles and EEVEE. Cycles render gives a more crisp image of the text, while EEVEE seems blurry. I prefer to use EEVEE, becauce my PC is old and takes a while to render. Is there a way my text can look more sharp/crisp usin EEVEE. Thank you.