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Unanswered Questions

4,409 questions with no upvoted or accepted answers
8 votes
0 answers
303 views

how to write a custom projection type?

Is it possible to create a lens shader with EEVEE/Cycles ? I'd like to have the control over the camera position and the ray direction per sample. This allows to simulate various conventional lens ...
8 votes
0 answers
367 views

Blender on Windows is skipping python script. (brenda on windows)

We've been using Brenda for quite some time now for rendering architectural stills. Since our editing stations are doing nothing at night, I started making a desktop app that allows you to pick jobs ...
8 votes
0 answers
2k views

Antialiasing textures in cycles (Blender 2.77 and higher)

I would like to get an answer to a frustrating question. https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/Cycles In this link is "Anti-Aliasing is now enabled for baking. (c359343)" ...
6 votes
0 answers
21k views

cycles stuck at loading render kernels

ever sense I have been using the new LTS version or a newer version of blender its not loading the render kernels or sometimes it will but its just painfully slow even with the default cube scene has ...
6 votes
1 answer
4k views

Separate alpha from color in Shader Editor

In the Shader Editor, I can create an RGB node and in there, I can set an alpha value as displayed in this screenshot: However, no color separation node in blender supports extracting that value and ...
5 votes
0 answers
154 views

Flat shading when using displacement or bump

When using a bump or displacement node and bump only or displacement and bump in the material settings, the shade smooth option seems to not be working. Instead the geometry starts to show, auto ...
5 votes
0 answers
322 views

Custom shader script in compositor (de-linearize depth buffer)

Some months ago I wrote a minimal opengl 2.5d game engine with pre-rendered backgrounds (such old Resident evil, Alone in the dark and Final fantasy games). Depth is managed through a grayscale image ...
5 votes
1 answer
909 views

get this gradient style in blender

I'm trying to get this gradient style: My best result are with eevee with volumetric and gradient on a metaball, but i cannot figure out how to get the gradient fill the totally of the metaballs like ...
5 votes
0 answers
578 views

Optical flow generated from cycles render is not proper

Scene generated from Blender, and flow is given. As it can be seen the flow generated is not proper, it is in a zig-zag format. I see the scene at and above horizon have more zig-zag. Can someone ...
5 votes
0 answers
698 views

Control image texture source from outside node group

I'm working on turning a cavity node setup I found online into a node group I can append to my blender files. The setup uses several mapping nodes (that I already converted to math nodes so the ...
5 votes
0 answers
152 views

is there any way to get to velocity of a fluid and use it in the cycle material editor

I'm trying to use flip fluids to make lava is there any way to use the motion blur vectors, or get the velocity to mix a material. or in the script editor is there anyway to drive that.
5 votes
0 answers
203 views

Can Blender Internal Render passes be put back together again?

I'm stuck with a simple task. I need to tweak some render passes of the image, and then put them back to the combined composited image. For Cycles I use this scheme from the manual: It works as ...
5 votes
0 answers
687 views

Particle Instance Modifier : colour each instance based on the emitter texture (like Hair strands materials do)

In cycles, with particle hair strands, I can get the colour from the texture of the emitter object for colouring the entire strand. When I use the "Particle Instance" modifier on a mesh (a simple ...
5 votes
1 answer
581 views

Why Cloud texture has square cell pattern?

When I am using Cloud texture as bump map in Blender Render, this cells appear. How can I make them go away?
5 votes
0 answers
2k views

nVidia skin shader with the Principled BSDF

I've been using a skin shader primarily based on the Brecht skin shader, which is itself based on the Sum-of-Gaussians approach as seen in 14.4.7 from GPU Gems by nVidia. Its Cycles adaptation, which ...

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