It will be a stupid question but I really don't know how to render the current scene with only the objects displayed in the viewport, as although you normally hide them with H, in the render they are the same. I thought about creating another scene by deleting those objects, but is it convenient? or does the project weigh me down? moreover, from one scene to another it makes me copy only the single objects and not the collections, is there a way to bring the groups? So how can I render only some of the objects in the scene without having to go crazy?
93060
I had accidently deleted the Render Layers and Composite nodes in the Compositing nodes section. When I discovered this problem (as it wouldn't render of course) I re-added those nodes. However now when it renders it only renders the white cap part and not the glass bottle of my scene. Any suggestions please?
30678
Currently, I have an object on the scene, and one in prefab. I want the prefab's script to reference to the object on the scene through the   public GameObject obj;   code. However, when I tried to add the object in the editor, I cant seem to be able to select any objects from the scene, only ones in prefabs.  I am quite new at unity, so am I missing something really basic here?   Thanks for any help!
15419
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.
16110
Essentially, my problem is that i am trying to render a scene, however, blender crashes on me early during the render. I only have about 14 total objects in the scene. (It's not that complex) I tried to render a different blender file which was bigger than the one that i am having problems with, and the scene renders just fine. There is no difference in the render presets for both of these files. However, i still cannot render the other scene. It gets to preparing scene data, but then it crashes.  Thank you.
64556
I would like to have my object transparent, with a color only on the edges, would someone know how to do this? I am starting with the nodes, if anyone can help with some guidelines I would really appreciate ;-)  EDIT:  I was looking for something like the hand in Kinectimals :    Thanks
71144
Anyone knows why the preview (left bottom) looks different than the render (bottom right)?  What i tried to achieve is something like   i dont know what is going on?!
51247
I am trying to make an explosion in Blender.  I am having a problem with the smoke simulation with the Cycles rendering engine. More specifically, I have been able to render smoke, but flames do not show up. In the viewport however, everything looks perfectly fine.  The render looks like this:    But in the viewport, it is clear that there are flames. Does anyone have any idea what is going on?     This is NOT a duplicate of  because I have Flame Rate set to 1.0
91762
I want to duplicate particle system(shift D), and make different Render objects. But after i change Object, it makes the same change in both particle systems ( original and duplicated). Somehow it's still linked.. ?
6667
This is meant to solve this problem once and for all. What is every reason an object isn't showing up in a render or viewport in when using the cycles render engine?
90566
So I am working on something based on a tutorial . I am trying to finish my project and render it, but it only renders the main object (image 2), which is the lightsaber. It wont render the laser or the ground. Although I can see this in the render preview (image 1) What can/do I have to do to change this?  image 1 (render preview)   image 2 (complete render)
98455
I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic.  I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box?  Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside.  With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers.  The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities.  Is such approach somehow wrong?
40665
I have a surface with particles. But I don't want to see the original object in the render. How to fix it?   Transparency, other collection / scene doesn't work.
5862
I have to display several versions of the same object, with only the color changing. My first approach was to duplicate the mesh and add a different material to each.  My problem is: when I want to modify the mesh, I have to do it on each object separately. I tried to have different objects with the same mesh, but the color seems to be linked to the mesh and not to the object.  Is there a way (even programmatically) to have the same mesh in different objects with different colors?  Additionnal info:  I'm using Cycles and my material is a node material in which there is only one changing color.
85644
I'm making figures to illustrate some details about how meshes work. I'd like to render my scene normally, but overlay all of my meshes in wire mode.  The only solution I've found which works is giving a duplicate mesh a wireframe material, which gives me something like this:    Is there some way I could get the same effect without having to duplicate my mesh?
100797
I am struggling about a week figuring out how to do this. For example i have 5 objects, for the object1 I put visibility on 1 frame and invisible on 2 frame. then i need all other objects to have the same keyframes but with the 1 framestep from previous 1-frame we see object 1, 2-frame we see object 2 and further.
117213
I need to know how to render a object on Blender Cycles but only as a wireframe, for example, like this:    Also, it is possible to vary between the smooth wireframe object and the polygonal wireframe object?   Thanks in regard.
38786
I have an issue where I am trying to render a very complex scene, and I need to cut on my poly count in order to fit it on my GPU. The simplest way is to change modifiers like Sub-division to a lower value, like in my preview, which is all fine and good, but I have hundreds of objects . . . is there a way to render at the Preview settings in the final render? I do know rendering at these lower settings will work as my scene currently renders in the viewport, I just need to know if there is some Python script or something to set all final values to the preview values.  I am using:   Blender 2.72 Cycles Render Engine   Scene details (preview):   384,000 verts 366,000 faces 237 objects .45 GB Memory