How can I achieve this surface and light on sphere's? Picture below:    I appreciate help, thank you.
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How would I make this material in cycles?  Thanks
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I'd like to make a glossy surface which reflects objects above it, but that also reflects a transparent background in the final render.  So in effect, the final render would contain only the reflections, not the surface itself.  Is this possible please?
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I've been trying with brushes but it just doesn't get close to this. Has anybody been able to accomplish this effect? how did you do it?  I'm using photoshop cs6
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Hi Guys, this is my first time to make a fluid simulation. However, I got some problem. The surface looks so weird. I am trying to make an animation so I do not decide to use sculpt mode to fix it. Is it any other method to fix this problem
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How would I go a about making volume light beams?  I have have tried  various tutorials, but they must be for a older version. as applying them does seemingly nothing.  A link to a functioning tutorial would be greatly appreciated as well.  I don't have a picture or .blend to show, as my problem with atmospheric lighting does not pertain to any specific scene.
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I was watching the  tutorial by Andrew Price and I was able to follow along in Cycles until I hit the part where he mixes the day and night materials together so that the lights show up on the "dark side" of the earth.  How can I recreate this effect in cycles? I thought I could use the ray information to tell me if there was incoming light but I've found no such node to give me this information.
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Can 3 lights be placed on the outside of any convex N dimensional solid so that all points on its surface are illuminated?
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How to achieve the strong light effect (you may see in some games and 3d renders), where the light is so strong it's penetrating the objects?
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I am wondering how to generate uniformly distributed points on the surface of the 3-d unit sphere? Also after generating those points, what is the best way to visualize and check whether they are truly uniform on the surface $x^2+y^2+z^2=1$?
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I've been trying to figure out how to get this shaped chrome effect, it’s really clean and I’d love to play with it in Photoshop.
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I'm trying to model something like the image below, and I'm stuck on the support wires.    I've been trying to create a curve to use a guide for a spring model, but haven't had success. I find it tough to get my curves the right distance off the sphere; it's also tough to get the right curvature.    Here's another example of my problem; I can't figure out how to get good curve placement such that it sits nicely on the surface of my sphere.    Is there a better workflow that I could use to model this?
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I have a node setup and got this effect.    Node setup    Result    Need to have a outer glow to the object like this  Outer Glow    What extra node i have to add to get the above result to glow my object. Any suggestion or help. Thanks
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I have an image explanation of what I want to achieve. Here it is:   Right now the whole edge is sharp. It is giving me a really hard time. Also here is the model:   Thanks in advance :)
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Can you suggest me what kind of settings would I need to make these kind of pictures.  The scenario will be just like the pictures:  Outdoors, lights on the streets, and maybe very small rivers with houses and lights on each side.  Just like Venice or Brugge in Belgium.
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I want to make this sphere follow a path, but everything I try creates a giant distance from the actual path. I guess what I'm asking is how do I get the blue line extending from the path to the sphere to be basically 0 at all times?
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I want to replicate this mesh -    I think the best way is using a particle system of cubes. So I need to create a sphere of simple circles. It is necessary that in each circle the vertices are at equal distance from each other. But I don't know how to create those circles.
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I feel I am nearing completion of the tutorial but am still having gaps in knowledge on how to render light properly. 2.92.0 blender file:  Overview layout:  Lamp:  128 sample before denoise:  128 sample after denoise:  1024 sample 1080p 100% render before denoise:  1024 sample 1080p 100% render after denoise:  I've been trying different Light paths, but I honestly don't understand the extent of how they interact with each other. I haven't seen any example of what those numbers should be in the tutorial either, if someone knows please let me know.  but it is now again a little bit too opaque, dunno when that happened. :D Not too sure what I am missing out so any suggestions would be lovely! Thank you in advance