I'm having issues with my hair emitter to show / render as cones. I'm using cycles and during "solid" mode in the viewport the hair looks like normal hair. but as soon as I switch to rendered view or even render the still, the hair turns into cones. Ive reset all options to default, reloaded the same .blend file and ive created new ones. Still does the same thing.
119056
I am using a hair/particle system but all of the hairs look like spikes not hair:    How can I set it so they all have a consistent thickness and how can I adjust the thickness?
79576
I'm a newb to blender so apologies if this is obvious.  I modelled a simple cup and set the modifier subdivisions to 5 after I turned on 'smooth'.  It renders fine in the CTRL+Z render preview window but when I do a final render the handle of the cup is blocky and not smooth.... Any ideas what I'm doing wrong?  Attached pics of the render with blocky handle and the object/render settings   Many thanks
5238
This is frustrating for me. The UV-textures to vertex cols add-on doesn't seem to work despite the specific instructions. Any other tutorials I can find are either very old or very poor.  I'd like to know how to do this in Blender 2.79. I need vertex colors in my ambient occlusion for use in Shader Forge.
79140
I’m trying to make this animation , I’m using particles from an emitter to create the smoke and force fields to give them the direction I want .   The problem is I’d like to shade the smoke as it was very much heated in the center , where the particles flows is , so it looks pretty much like a lighting bolt .   I knew of a function named voxel data in the textures that would allow to achieve this result , but I can’t find it in the new version of blender . Does anyone know what I should do , once I got the smoke from the particles emitter ?
68868
In my 3d scene view, with display mode set to "textured", my texture looks fine. But when I render it the texture stretches all over the place. All my settings are at default, just a single sun object for lighting.
68532
Is it possible to change a particle's color to the color of the face/texture part it comes out of in cycles?  I want it to be the color of the face after shading and all that other stuff
3467
I have a model of a building with a sidewalk around it.  Both show up when I switch to rendering mode in both Blender Render and Cycles Render mode.  But:  when I hit F12 for a final proper render, the building shows up -- but the sidewalk doesn't.    I've checked the normals and I thought the normals seemed pointed in the right direction.  I've set the Clipping on the Camera to a high number.  I removed all the materials from the sidewalk and added a new material-- the problem persists.  I've exported the blend as an FBX file and the Sidewalk shows up fine in Unity.  Just in final renders, it doesn't show up.    Here is a blend file: .  I tried to destroy everything unrelated to the issue and label things in a clear way.    Thanks.
54934
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;.
121817
I can't figure out what is causing this I tried removing the materials for the objects as well as re-assigning new materials and flipping normals I don't know what is causing this issue for the model.  The head seems to be working like it should but the body doesn't turn white in textured mode or black in material mode. I'm using default blender render
78498
Hi guys i'm having a small issue here trying to get my mirror modifier to work, I believe it has something to do with the origin point but being new to blender I don't have the know how to fix this problem. If someone could point me in the right direction that would be incredible.  Thanks guys.
32701
I tried to assign different materials to face - they work correctly only on Eevee rendering.  When I tried to render using Cycles - the surface always black - doesn't matter what the material or base color, only 2 properties have value - Emission and Alpha, they work correctly, face orientation is ok on this face.    And the blend file
74685
For some reason, when I render out the image, it is plain white. I've checked the sky settings, and I tried applying textures, but nothing seems to change.  How can I fix this?
40777
I am trying to add smoke to a cigarette. I've created a Cylinder, hit space and chose quick smoke while this sphere was selected. It created a transparent bigger sphere and it is emitting smoke in solid and texture mode. But when I try it out in render mode, it won't show the smoke for some reason. Here is my setup:    The cylinder has a basic white material. Thanks!
75277
i want an object to emit light, but still be recognizable as the object, like in this picture.    i tried using Luts in the colour management and tried to make only a second, weaker emitter be visible to the camera.  The problem is, that as soon as the object is emitting light, doesnt matter how strong, its not recognizable as 3D-object anymore.  I also tried to plug the node into volume and not surface, but then, it gets  transparent.  please halp much thanks
92647
i'm finding blender 2.8 confusing and i'm relatively new to blender in general anyway. While looking at my model in the Look Dev view port i can see reflections.        However, when i render my scene in eevee (and cycles), the reflections aren't rendered     Is there something i'm doing wrong or an option i haven't enabled?
16045
I have a problem with particles. I can see them in the viewport, but no matter what I do I can't see them in my render. Could anyone of you please help me? I really want to create a snowy scene.   Here's my scene:
41099
So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1),   I went to start adjusting the camera only to be greeted with this(Picture 2).  The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game.   Thanks in advance :)