I am experiencing a issue in my 3d blender model. It seems as if hard shadows are appearing on my model, but it is not a lighting issue as when I add a sun lamp the black spots are still there as seen below.  It is also not an overlapping issue as i can find no overlapping quads over my whole model. I will leave the blender model below so that you can look at it yourselves and hopefully fix this issue :)
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I can't find the solution to this one; I don't know the correct name of the problem. The shading is different on parallel faces facing the same direction.    I've tried:  - Recalculating Normals  - Removing doubles  - Tried smooth and flat shading  - Deleting and remaking faces  - Adding Edge Split modifier  Any ideas? Thanks  Edit: Link to .blend:
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Is (or will be) there any sort of light linking in Cycles, or a method to get a light to affect only certain objects that doesn't involve compositing two or more different render layers? Sort of what 3Dstudio does with the Include/Exclude methods.
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I am new to blender, and after I created a text object, I found it had a black material along its edge.  Here is view display and render display, which shows the problem. I don't know understand what is causing this. It looks unrealistic and bad—is there any way to beautify it?
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I am making a house in Blender Cycles. In rendered mode, all shaders are somehow visible, even though I don't use any lamps. I do have an environment texture, however it shouldn't light up the inside of the house. Especially when there are no windows. Even if I set the background strength to 0, it still lights up the inside and outside of the house.  So now, if I add any lamps, I has nearly no impact on shadows, shaders, reflections etc. What could be wrong with my scene?  Let me know if you have any questions on my settings that might help you find the problem.  File:   These are the world settings:   For the Ambient occlusion I always use this node:   It usually works fine.
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I got a problem while making a model of a product. I have tried a lot even seen lots of tutorial but did not get the thing that i want. I am using Blender 9.92 and I am just a beginner I got my hands on Blender 7-8 days ago. I've just basic knowledge about I am trying to model a product &quot;Mattress Topper&quot;   This is the exact look of the product, Help me how i can model this product and render realistic images.
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I'm using Blender 2.74 and have added a picture as a background in the view , it is visible in the view but it doesn't appear in the render ,why is that ? here is the picture    Many thanks, Meri
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So I'm new to blender, and I've been working on a project with a tutorial. (some of you might know this)   I was going through quite smoothly until I noticed that no matter where I place my light, the rendered version appears the same. (directly above the objects) I tried different types of lighting, different brightnesses, (light is currently at around 4.000 brightness) nothing works. But if I delete the light, it becomes dark and grainy. (I checked on the side bar, there are no other light sources or objects..)  Even if I put the light source under my objects, the rendered version appears the same.  Am I doing something wrong? Why can't I change the direction of the light?        Uh.. Since I'm not allowed to post more than 2 links, I'll just post extra info here (also replying to @bertmoog)  I tried changing the light types, but they all do nothing (except for Sun, of course, and Hemi, which is interpreted as Sun for some reason) The brightness is set on 4.200, color set to white, shadows enabled, etc. But it still won't do anything. As you can see, nothing appears in the preview.    EDIT: I found that by rotating the sun to point where I want it to, it works almost like normal point lighting (sorta). This pretty much solves my problem, but still, why won't the other lighting modes work?
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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 don´t know if this is a bug only to me or a common problem, for I don´t know why it occurs.  I had a problem once before where some edges of my model got jagged with black holes when switching to rendered mode (or actual rendering). Answers I got said that I modeled in too much detail or too small, and used the combination Subdiv Modifier/Auto Smooth/sharp edges wrong.  Now I have a way more problematic thing. I have a really simple scene, but most of the edges have this annoying jagged problem. I build this model in a higher scale (since the last one was too small).  I used the Subdiv Modifier/Auto Smooth/sharp edges again, but if I toggle on/off the Subdiv Modifier/Auto Smooth/sharp edges/seams, shade smooth/flat, won´t help at all. These artifacts just keep showing.  Does anyone know why this occurs?  Shaded Flat and zoomed in for a better look on the artifact.      My hardware specs are   GPU: Asus M5A78L-M LX3 GPU: NVidia GTX 750 StormX OC CPU: AMD FX6300 @ 3,5 GHz 8 GB RAM Windows 7 Professional 64-bit
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I've only been 3D modelling for a few days now, so this may just be a newbie mistake:  However, because this model is for use in a game I am trying to stay away from proximity loops for performance reasons. Instead, I have used edge creases to maintain the structure of the model. It has led to certain vertices not being affected by the subsurf modifier, causing undesirable lighting at high subsurf levels.  Manually moving each point in a bit seems kind of sloppy but I'm not too sure what the best way to go about this is.  If any more information is needed I'll give what I can, thanks in advance :)
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I followed a microdisplacements tutorial on Blender Guru and I was able to create a texture fine. Here is a picture.  And then I turned on Adaptive subdivision. Here is a picture of what happened.  I know that this question has been asked before but I am using blender 2.79 so it should be fixed, right? Please let me know you ideas. Thanks
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So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes. Put a UV map on everything and it all looked good in Blender.  Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.  Does anyone have an idea of what's going on and how to fix it?  Thanks, James
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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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Help, where is the color?! I tried everything going through material etc. Im barely learning on youtube with blenderguru but I don't know why my objects colors disappeared when rendering.
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This is something that I have wondered for a long time. How come when I walk around why do I not see random black spots where light has collided destructively and bright spots where it has collided constructively?
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Here is the viewport in material view.  The node setup is just a PNG texture into a diffuse shader.    And this is in rendered view.  I've tried using environmental lighting as well as a directional light, and while the lit parts become brighter/washed out, the darker parts stay dark.  Normals are correct and there is no z-fighting.  Ambient Occlusion is not enabled.  Changing to Flat shading makes it worse.    Update:  Any modifier that alters the mesh (bevel, subdivide, etc) make the problem go away instantly.
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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