There are those triangulated shadows on my object in the rendered viewport and in the render,I use a sun as a lamp.How to avoid those weird triangles?
46623
I've been modeling a hermit crab and I don't know why but some areas of the mesh are really dark on some spots, like the legs and the claws.   I hope you can help me fix it.
59673
Often when a mesh light is visible in the camera, the edges are not anti-aliased.  No matter how many samples I do, the lamp border always looks jagged and pixelated.  Is this a rendering error? How can I get around this issue?    And zoomed in 4x:
3725
My problem is simple. I think that the strange deformations on the top are there because there are so many vertices in one face. How do I fix this while maintaining nice topology?  Although I triangulated the top polygon, the problem still persists.
123410
I've been trying to tackle this challenge for a week or two now and I'm still somewhat stumped. I am trying to create the effect of a moon or large planet seen in orbit from the surface during daylight, when the darker values fade behind the blue sky and the brightest values shine through.     I'm trying to make this effect with RenderLayers compositing nodes, which I still don't really understand compared to shader nodes. I know the solution should involve mix nodes and color ramps, but I haven't  been able to get anything close yet. I've tried mixing the environment socket of the layers node with the image socket in various ways but I'm still stuck. Can someone point me on the right path?
9799
Does anybody know why there are dark patches in the corners of the pear shaped diamonds in my renders? I have attached the node set up of the diamonds (which i followed from a tutorial) incase there is anything wrong in there, and also the lighting setup for the same reasons.  I have tried spinning the ring and no matter which angle it is rendered at there is still darker patches, and i have also used a boolean to make sure there are no intersecting pieces of 'metal mesh' on the 'diamond mesh'.   Is it just a lack of light behind the claws and the shadows that are cast causing the diamond to reflect the darkness or are there other problems?
65719
It's kind of an interesting result.  Here is how render viewport should look on frame 1:    Here is what happens when I press F12:    It's like I have a second camera (although I don't) somewhere below. What is even weirder is that If I place the camera behind the wall...    it shows everything correctly (example cube is seen):    As you can see, my camera is following an object that is on Bezier curve WHILE being on Bezier curve (right) itself. This animation is working perfectly on rendered viewport but not if I use ctrl+F12. Just the same grey viewpoint.  What could be the issue?
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.
88911
This has been bugging me for ages. I want to recreate the shadows that are on the background of this image. Whenever I attempt to recreate something like this the shading ends up looking very amateur no matter how much noise or blur I add or how many layers I introduce. I would really appreciate help on this!
11640
I've recently got into that "hipster" trend of long shadowing.  I have seen this example quite a lot, and have tried replicating it myself.  No efforts have been successful though.  And even the close ones seemed like to much work for that effect.    Main issue i'm having are the middle green triangles, and their shadows down.  If you notice they fold over the background circle, which is another issue of mine.  How can I replicate this technique as accurately as the image?
49269
Look at my scene:     Sun is rising and as you can see the scene is realistic; I mean, that what is in shadow is almost completely dark. This is correct, but i would like something less "dark", like an HDR.  These are some parameters i'm using:     This is my unique Light in scene (Sun):     I'm using also a Post-Processing profile with "Eye Adaption" unflagged.  Can you suggest me what i've to change to make my object affected by shadow less.. dark ?   Thanks
1390
While rendering a mesh with smooth shading on, I get a dark region/shadow on certain faces. The effect is more evident when smooth shading is applied to a mesh containing ngons, with the ngons turning black when rendered.   The blackening effect is visible in the viewport too.  How can I solve this problem?
8708
Using v2.73, cycles and a very simple scene: an array of cubes, no big deal.   If I set the shader's material to transparent, the cubes in the foreground do become transparent but those far away in the back do not disappear completely and this strange dark things appear (visible in rendered mode and in final renders)    I've played with the clipping distance on the viewport and camera, but I can't figure out how to make those ghosts go away...
15744
I want to know is there a way to render Shadows only in Blender's new EEVEE Render Engine. I want my objects in a separate collection and a ground plane on a separate collection(to receive shadows from the objects collection).I want to render the shadows only and not the objects.
8577
Adding a loop cut to an object with a circular profile renders the object non-circular.  This is true for any object with a circular frame e.g. plain circles, UV-spheres, cylinders, cones, etc.  Top-left is the mesh of a plain circle with Subsurf modifier applied (bottom-left).  Notice how adding one additional vertex (top-right) makes the circle skewed (bottom-right). Is there a tool/transform/way to correct the circle? Knowing the solution to this should help solve the problem for all the aforementioned objects.  I tried selecting all points and applied the To Sphere transform in vain.  It didn't help. I thought putting the vertex r radius away from the circle's centre like the rest of the vertices will help, looks like it doesn't.
70236
TikZ shading=ball creates a perfect 3D ball perspective, but it has no option to change the lighting angle, the contrast, radius of light, etc (or I am not aware of). I tried to create a 3D ball by radial shading. However, I still do not know how to change the place of inner color.  \documentclass{article} \usepackage{tikz} \usetikzlibrary{shapes} \begin{document}  \begin{tikzpicture} \node[circle,shading=ball,minimum width=3cm] (ball) at (0,0) {}; \node[circle,outer color=blue!60!black,inner color=white,minimum width=3cm] (radial) at (4,0) {}; \end{tikzpicture}  \end{document}     Which is the standard method to customize the 3D lighting?
76182
I know that by default I can render the viewport and everithing that is in the viewport to be the same as in the render. But, when comparing 3DS Max to Blender, I have certain limitations. In Blender I can render the view-port with vertices/edges/faces to be shown, to be selected, but not the reflections, shadows and such.  Is there a way to render the viewport in Blender as it is in 3DS Max?  Here's how I can do it in 3DS Max:  Viewport look    Render result of the viewport    Here is how I can do it in Blender:  Viewport look:      Render result of the viewport
39599
I have imported a mesh (AutoCad DXF) and I'm experiencing strange shading behavior. I've done the following to try and address the problem with no luck:  Recalculate Normals Remove Doubles Delete Loose Geometry Cleared Seam, Sharp, and Bevel Weights  There are no modifiers on the mesh.  The original imported mesh looks fine in smooth shading but I need the mesh to be in quads which causes the shading to mess up as shown in photo. I can add my .blend file but I'm not sure how to do that.