why is the lighting in my render so glitchy? how can I fix this
These are my settings, also any tips for faster rendering??
These are my settings, also any tips for faster rendering??
Hello. Working on a little wooden mech that I want to eventually try and animate. I have two questions.
For some reason, it looks like my edge wear is going crazy on this part of the model, but only on certain parts and I'm not sure where the problem's coming from.
I've recalculated the normals, checked for overlapping / duplicated objects, checked modifiers and remade some of the faces, but it's still showing up as it is in the render rather than the material view. Kind of stuck on where to go from here.
ı was making some mc models and textures. I managed to make normal frame by frame animations but interpolate animations (has 3-4 frames and slow fades into each other, game files call this interpolate) like magma or farmers delight's stove top is really hard to make, best solution ı found was using abs(cos(frame/32)) drive to constantly mix frames but ı dont like how it looks
Have asus tuf gaming, 3050ti 4gb. Have a moderately complex scene - mostly truck interior. Polycount is quite high, but not too much. No 4k textures, not a lot of materials, 5 area lights. Rendering time for a single shot is around 30 seconds with Optix (main layer, highlights overlayed via compositor and some post-processing stuff: denoiser, hsv and glare).
When i render a sequence rendering time grows to 70 seconds during a couple of frames and stays the same till the end. Sample rate is low: 30. Is there a way to keep it on initial 30 seconds time? Have tried most of the stuff except "headless" rendering and scripting.
Every fucking time I hit shift + C (the keybind I set for walk nav) it takes me outside of my project, and it doesn't even pick it up no matter what I do with the auto keying thing. And every once in a while it'll revert my project to one of its previous states like at the end where the roof wasn't attached... I don't understand how I'm doing this or how to stop it. I have the feeling I'm doing everything wrong, but I've watched tutorials and I'm getting problems that no one else seems to have. What is going on?????
I have started to notice that y model has this weird crease form the middle point to the point of my blade. I don't know how or why this happen. I am only using the subdivision at 3-2 if this helps.
Ok so, third time is the charm lol. Made a post here a couple days ago about this and I didn't get any replies. Made another one yesterday but I didn't realize you had to add a picture to post.
ANYWAY,
I've made a script that automates the extremely tedious process of mapping a cube's vertical scaling to a frequency range, and repeating that over a ton of cubes. Only problem with that, is that it makes a ton of cubes. This works, don't get me wrong, but sometimes I'm gonna want the visualizer to be one smooth long mesh that scales along it's loop cuts or something (doesn't have to be that exactly, I just want the visualizer to become smooth) so yeah, how do I either map all of these cubes to one mesh, or join them to become one smooth mesh, or, anything? I don't care how tedious it is, if it's too tedious, I'll simply just find a way to implement it into the script to automate that as well.
Anyone got any ideas?
ive run into an issue with the textures on my model (i texture paint if its relevant) wich i want to use for a roblox game. when i look at my model from a distance the edges of some faces become white the problem becomes more pronounced when importing the model into roblox fromblender help would be very much apreciated 1.the thing happening in blender 2. a better look at it happening in roblox after inport 3. my texture map (all faces have a smal gap between them on the map) 4. the rest if thats helpful. thanks in advance
If I have two simple objects: cube and cylinder and I apply a Simple Deform modifier to the cylinder then I can bend the cylinder around the origin.
If the cube is parented (vertex triangle) to the cylinder then the cube will move too. I can also add a Bevel modifier to the cylinder. If I do thing in this order, then it works as expected:
However, if I add the bevel before doing the parenting then the cube jumps to some odd location:
The top ring of vertices are still selected for parenting, but something happens if the bevel is added before.
Obviously it's not a problem per se, as I can do it in the appropriate order, but I was wondering if anyone could shed any light on why this might be happening...
I'm trying to achieve a specific kind of crude animation using 2D assets in a 3D environment that I imagine working like this:
What actually happens to the hidden frames doesn't matter; they could be made tiny, or moved very far away, as long as they don't render or affect the scene in any way. In the examples I'm just toggling the viewport visibility to show what I'm looking for.
A way I think can almost achieve this is shape keys and drivers:
The problems with this is it makes frame selection tedious, I would have to remember to disable the frames I don't want each time I wanted the image to change, I could accidentally put a shape at .89 or something and have it look wrong etc.
Ideally I'd just want a property that's a dropdown list of all the child planes, and I select the one I want and all the others are hidden. Is this something that's possible to achieve in Blender?
I'm using the inverted hull technique to make an outline around my character. The blue outline is working as intended but I want the white outline to work differently. The white one should NEVER draw on top of the model no matter what angle. I want it to be like a frame around the character at all times to help differentiate it from the background and make it pop. Is there any way to make this idea work? The catch is I need it to work in a real time rendering and engine for something like VRchat. Thank you for the help!
Coming from C4D, I'm used to a material manager, the philosophy is that materials exist in their own right and can be edited and managed. As far as I can see, Blender's philosophy is that materials only exist as data blocks in conjunction with an object or a fake user.
If I want to inspect a material I might click on it in the shader editor, but this assigns it to whatever is selected in the outliner, which is bad practice.
It has been suggested that Blender users keep a 'preview dummy object' hanging around they can select and assign materials to when they want to browse through their scene materials as a workaround - is this true? If not, what do you do?
im trying to get the flower to form on its head as it does in the reference but i cant seem to get it right. i tried simple deform and a lattice but it didnt bend properly. i made the flower by combining multiple circles and then connecting some verts. i feel like this should be way easier lmao. help and tips would be greatly appreciated
I tried to implement this change at the geometry nodes.
My approach was to create a vertex group for these edges and then add a geometry node across the entire plane. Within the geometry node, I separated the edge using a Separate Geomtry node (Selection: Vertex Group), converted it to a curve, and then used a Resample Curve Node to evenly segment it.
However, the final problem, as clearly shown in the video, is that the vertices of the two edges cannot be merged.
So I'm wondering if I shouldn't have separated that edge, or if there's a better solution?
Thank you for any help.
First slide is the fuzzy look and the second is what it’s supposed to look like. Worse, it becomes straight up unrecognizable if I turn the camera, the entire model just turns into barely coherent pixels.
Hi! I was successfully following [this tutorial](https://www.youtube.com/watch?v=0LOaFbbTSZQ&t=839s), avoiding false dead ends caused by the evolution of geonodes since the release of the video, but suddenly, I've hit a wall. I'm at 12:00 in the video. Since the set curve radius/spline parameter nodes don't work as they did, I follow a comment saying that I have to use directly the scale input on the Curve to mesh node. This allows me to continue the tutorial up to 12:45, but then I'm blocked, since this composition can solely make move all the branches at once, and so I can't make them grow one by one... What can I do, please? (I must precise that I'm a newbie in geonodes).
(the pictures are the state of my nodes)
Edit: pictures in a better quality in comments
Important specs
OS:Debian 13
GPU:AMD Raedon RX 6750 XT
When leaving my blender project running to render, i noticed the fans on my GPU werent spinning and realized it wasnt even being used. Obviously i dont want to use only my CPU when rendering a 1 hour+ long video.
I went through the process of actually installing and downloading all the proper libs, HIP, and various dependencies for Blender to actually recognize my GPU so I can enable it. The fans still dont spin and software like GPU viewer shows the usage being at 0%.
Any help is appreciated. Im critically stupid when it comes to blender, i only really use it for video editing as other sodtware either sucks, is too expensive or is not Linux compatable.
Hello, I just started using Blender today and have no idea how to fix this texture issue. It shows up in texture paint, but as soon as I import it elsewhere, it appears brown without the texture I originally added.
So I've been working on this model for a bit now and I'm finally at the end of it. When I go to double check the rig I see that the knees bend inward. I looked up to see what the issue was and it was due to the leg bones being to straight on the metarig. Now however I have done too much additional work with weight paining and physics to the hair to want to restart by doing a re-rig. Is there anyway for me to change the way the rig bends the knees so I don't have to do all that work again?