Is it possible to render in cycles refractive shadows through glass texture (as pictured)?  I have tried varying light bounces, specular lighting and increasing samples, perhaps my setup isn't powerful enough to try the very highest, although I am not sure that will enhance the refraction in the shadows - my current state of rendering (may download .blend file below):  Thank you in advance for your advice and help! I have attached .blend file if this helps
122497
What is the best method to create this kind of reflection and how to animate it?
3481
What I’m trying to achieve is an glassy object. Therefore I’ve opened a new scene in Blender 2.82a. I’ve Enabled Screen Space Reflections in Render Properties and set “Shade Smooth” for the object. I’ve set Transmisson to 1, reduced Roughness to 0 and enabled Screen Space Refraction in Material Properties. I didn’t do anything else. Entering the Viewport Shading view I’m seeing this:  I’m afraid this is as newbie as it gets, but I’m stuck. I’ve dived into various settings for an hour or so and I’ve tried to google a solution for another without having any luck because I’ve no idea what’s happening and why. Why are there trees reflecting in my glass cube in an otherwise empty scene? And how do I get rid of them? I’ve found a place where I can change the image by clicking on the upper right downwards pointing arrow. But I’m unable to remove it or to replace it with a plain color or whatever. I’ve tried to enable ”Scene Lights“ and ”Scene World“ but that’s turning everything into anthracite leaving me literally groping in the dark.
73283
I'm curious if a shader can be made for a flat square that can act as an optical lens. In the shader  be able to set a f factor, to set focus strength distance.
117059
When creating an object, like an A/C unit in my case, there are a lot of objects that are only partially visible because of the view or because they are behind other objects, and some are not visible at all because they might be on the back of the unit. Do all those objects, even the ones that aren't directly visible, get rendered when rendering in Cycles? Just trying to think of ways to improve render speeds. Thanks!
119083
I've been stuck for quite a while, it just looks wrong you can surely tell. I'm kinda new to blender, here's a picture:  Q: How can I improve the glass shader?
48432
Is there some way to render exactly whats in the camera view in the 3D view? By that I mean just like a screenshot really, all paths, lamps, and cameras, just like things look in the camera view. The reason I can't just take a screenshot is that I need an animation and it would be too cumbersome to take 1000+ screenshots!
48289
How to render perfect cartoons in blender? Whatever the engine is (internal or cycles) I always get that shading transition somewhere on the model.      The first picture is in blender internal render engine with the toon shading material and the second picture is in cycles render engine with the toon shader.    How can I get completely flat colors with no fancy shading variation?
6559
I’m not sure What it is? I’m trying to get a glossy shade to building in my scene as soon as I put roughness to zero I see these trees in glass. I have no trees in my scene anywhere, background is black. Even when I render I see these trees. How can I get rid of them and still keep my glossy building material.
404
I know that this question is a bit old or maybe overdone, but I'm running the latest edition of Blender and when I use the Cycles engine I get really fuzzy results and I can't find a simple, non-compromising solution to the quality.  I don't know exactly what I'm doing wrong here, but I'm sure others share my frustration.  Leaving everything in default settings, I started a new project and switched to the Cycles render.  I duplicated the cube and set colors for two Diffuse BSDF shaders, then went ahead and made walls and a floor all sharing the same diffuse shader.  I made two windows to emit blue light.  The screenshot has gaps between the walls because of the setup:  I'm aware that it's considered very incomplete and many have come to terms with some amount of noise, but is this normal?  Furthermore, with default settings or not, I can't change the amount of noise produced.  Supposedly, using "progressively refine" in the rendering tab should make it refine itself indefinitely, however Cycles only counts to 10 refines and then stops, creating a render which is a pixel-perfect match of the ordinary rendering method when it's completed.  I understand that there are tricks that can be used to reduce noise, but at the cost of extra processing time and usually small quality conflicts, like blurring.  My question essentially boils down to is this Cycles' current limit?
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?
79160
So i am trying to texture my mesh with cycles render and im wondering why does my mesh look better on render view than in material view with the textures? In material view it is so mutch lighter. Is there a way to fix it? or is there anything to fix it and its just like it is?  Also tips and tricks for texturing is appreciated  Here is an image:
116615
I was doing the coffee cup tutorial that made by Blender Guru,and this happened: The shadow looks weird when there is liquid in the cup.(Look like dimanods?) But everything looks right when there is nothing inside the cup. Don't know why is that happening. Here is my compositing.(I didn't turn on the denoising in the render properties.) Here is how it looks like in rendered view mode  The wireframe of the glass and the liquid. Cup's wireframe LIquid's wireframe  Have a nice day.
33280
Having problems with hair transparency using cycles. I ported over a model from daz studio (have done this a few times before with no issues).   Using a simple mix shader, transparent top, diffuse bottom, black/white texture in the fac.  Heres the blend  with images packed.
27597
I need to render a model on a transparent background. The models have a light source so they should be casting a shadow on a surface (the XY plane). The purpose for this is to overlay the rendered images (out of blender) on an image of the actual surface, so I want to generate the render including a semi-transparent shadow.  I don´t have any problem rendering the models on transparent background, but I can not make a shadow appear. I tried adding a surface below the model so the shadow can fall on it, but now there's the problem of keeping the surface from rendering.  How can I render the shadow on a transparent background?
39462
I want to render an image that is, for example, 170 px by 180 px. How can this be done in blender? I'm using the cycles render. Is the process any different for an animation?
88142
How can I make make shadows blur as they get further from the object casting them?   I have set up a relatively simple scene witch includes two pots on a clay ground texture, and I am lighting it using an HDRI image. Here is my render result right now:    How could I go about making the shadow of the pots gradually blur more the farther it is from the pots?   is the HDRI i am using to light the scene.   Thanks in advance!
121071
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?