How to render an image like this with black lines ?     Image taken from the following faceboock page:
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For an architectural visualization, I would like to use MakeHuman models, but:   Only get them to render white with a black outline (on reflection surface too, if possible). Interact with light like normal human bodies in the scene (cast shadows, etc).   I can do the outline in freestyle, but any in-Cycles solution would be appreciated (OSL?)
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, I'm trying to write a shader that uses a gradient to mix between transparency and the surface material. So far, I've managed that. But when transparent, the object shows black faces in some areas, and only from certain angles.    It is important to note that these are not gradually black, or grey, faces. They are jet black and unshaded. This model was ripped via RenderDoc and was imported as a CSV.  Removing doubles does work, but it massively deteriorates my mesh, so unless I can select doubles, it's not an option. It's nothing to do with the shaders themselves - setting the mesh to be exclusively a transparent shader still shows it. Flipping/Recalculating normals has absolutely no effect. Clearing custom split normal data does not have any effect.  I can only conclude that it's an issue with Z-Fighting. Can anyone tell me how to absolve this? Or at least how to circumvent this and use a different method for gradually revealing / masking an object?
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What effect is used in this image?    .
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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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This is what I have so far:  The rendered image has a transparent background, but the glare filter creates an output with a black background, so after merging the two togheter, the background turns black but I need it to be transparent, what can I do?
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What is it nessesary to do if I want to see just black edges from background image in image placed on top?  Here are links to source images      This is what I want to create:    You can see there are edges from background panorama mountains in picture on top. Any ideas, please?
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After many hours of searching, trying and scratching my head I turn to you guys. Seems like many other have this same problem but haven't seen any solution to this yet.  I am rendering cars in blender and I do most of my post work in Photoshop. To do this I need a "correct" render of the normals and I just can't achieve this in Blender.  This is a ref image of what I am looking for and this Normal render is from 3Ds or Cinema 4D (I think).  I use this Normal to color range select parts of the car facing a certain way.
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I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit U>Unwrap.   The rest of the mesh takes the uv wrapping, but not those faces for some reason.    It looks normal in solid mode.     Does anyone know what could be causing this?
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How do you make the camera in blender cycles render everything so it looks like pixels? I want everything in my scene to look pixelly like this image I found:
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I have a schematic of a raspberry pi that is completely flat, no solid faces, just connected vertices.  Is it possible to render these lines somehow, so that it looks like a 2D drawing?  Maybe with freestyle?
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In this photo nominated as , the background seems to blur while the rider is sharp. Wouldn't this normally be the other way?  How was this done?
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So I have this shark model which I animated and ready to export it on fbx and transport it to Unity.  But When I put it on Unity, It looks transparent like this.    Many of the solutions online say that the problem is because of my faces, and they told me to recalculate it or something, but normals are just fine. Is there any other solution?  here's the blend file:
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was following a tutorial where I stumbled into this weird line in my mirrored mesh (sorry for the feet lol)      You can also download the blender file
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This is my Minecraft Animation. It is made in Blender Internal and is intended to be rendered in Blender Internal. The animation consists of me running infront of Minecraft trees. These trees are mapped with UV textures of Minecraft Leaves with alpha turned on so that the leaves are transparent in places. The Animation starts at frame 8 and ends at 40. This is not a case Z fighting.  However when I render the animation I get square alpha (sometimes black pixel) artefacts in the render. Every frame has diffrent result but still has the artefacts. This is what it looks like. The white is the alpha. Open in a new tab for closer inspection.    As I said some frames have this problem and some don't    This one has AA disabled. This makes the alpha only one pixel each. (Open in new tab to see individual pixels)   This problem does not occur in the rendered mode viewport.   Leaves' Material Settings     Leaves' Texture Settings     Edit: I decided to restrict the leaves from render and this is the result I have. Pretty ugly. Also added, glare and vector nodes just fyi.    I then decided to remove the wood as well and now this happened.    And now there's black and alpha.    Here is a link to a  showing the problem.  What is going on here! Is this blend file corrupted? Please if you know the answer or what causes this please mention this down below.  And because you asked here a stripped down version of the file:
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I'm new to Blender. I'm currently working on a 3D reconstruction project using neural networks. I need to create my data set. Therefore I need to render a 3D body scan from different angles and save the images separately. I can render creating cameras manually but once i create a loop for the cameras my output is black images. this is the code i used:   bpy.ops.object.camera_add(view_align=False, location=[0,10,20], rotation=[0.436,0,pi]) bpy.ops.object.camera_add(view_align=False, location=[10,20,30], rotation=[0.436,0,pi])    for ob in scene.objects:     if ob.type == 'CAMERA':         bpy.context.scene.camera = ob         print('Set camera %s' % ob.name )         file = os.path.join('/home/fotofinder/Downloads/tryrender/images', ob.name )         bpy.context.scene.render.filepath = file         bpy.ops.render.render( write_still=True )    If anyone can help to define the proper parameters for the cameras in order to always have the object in the image I would be grateful.
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I am interested in everything related to this kind of effect (modeling, game engine, animation). What sort of stuff is needed?  Here are some sample images of what I mean:
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Is there any way to create a face out of these selected and enclosed edges in the screenshot? I have tried using the F key but the face overlapped part of the model. Any help is appreciated. :D