I have an object in blender + an HDRI background / environment map. I am using cycles to render the object and I have Blender 2.8.
I would like to take multiple pictures of the rendered object (with its background) so that I end up with multiple views of the object (say, about 5/10).
I have seen some posts out there but they're not quite what I want because they just render in solid mode whereas I actually want the whole render.
I am a newbie with blender and I don't even know where to start with this. Thank you
You can just render multiple pictures by rendering, saving the image then moving the camera and repeating the process again. Or, you could render an animation with the camera moving to different angle and setting the output to an image format.
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I just appended two blender files to get my two models in one scene. when I hit Render Image. It doesn't start rendering although before appending the two files the render was working properly. I tried to render the default scene(Cube scene) in blender and it rendered. I guess the problem is not with my camera because I created a new camera and made it my active camera and still not working. all the objects appear in the viewport shading and none of them are hidden.
one more thing the GPU compute option is no longer active besides it was active before and worked with me.
I just figured out the problem. the sequencer in the output properties was checked on. to check it off go to Output Properties > Post Processing > Sequencer.
I'd just like to add my solution which bugged my mind an hour ago:
Blender has two options for rendering, which confused me at first, and might confuse others as well.
Render -> View Render will view the previous rendered image. However, if you've just opened Blender, then there's no previously rendered image of your viewport.
In order to render the viewport, you'll have to tap Render -> Render Image first. Then at a later stage you can do Render -> View Render to view that image.
I guess the same works for animations as well, first you'll need to do Render -> Render Animation to render your animation, then later do Render -> View Animation.
Encountered the same problem. Disabling the sequencer, as OP mentioned, didn't do anything. For me the problem was in the output path for animation; in Output Properties > Output.
My destination folder was moved (it was a very old project) and Blender seems to have no problem with rendering images to a folder that does not exist. However this is not the case with animation. I imagine that when rendering animation, blender uses the target folder to store rendered frames and when everything is rendered, takes the frames and makes the animation.
I do not have any insight into how blender works nor do I have experience with programming so take this as an uneducated guess.
;TLDR:
Check your destination folder, blender seems to be fine with rendering images to non existent folders. This is not the case with animations.
Does anyone know how to create a 360º camera in three.js?
I'm trying to render the entire scene as a 360º panorama like you would with a go pro 360 rig.
I'm trying to recreate a panorama by arranging several screens in a circle and stretch a threejs window across all the screens.
For this I need a very wide window that has a tree.js camera that captures the entire scene in 360º
Is this possible?
It is definitely possible, as it was already implemented: https://github.com/spite/THREE.CubemapToEquirectangular
That library will just export snapshots as png, but looking at the code it should be possible to integrate the same method it uses into realtime-rendering if you want to...
You can't represent a 360-degree view with a conventional view matrix. You need to render to a set of textures (e.g. the six faces of a cube) then combine them into a 360 degree mapping such as equirectangular.
I am using blender to make a character, but every time I add a mesh cube, it won't render. I've done several attempts to make it work, but it just won't. I'm sure I'm not the only one with this problem.
If you can see it in the 3d viewer but not in the render, check in the list in the Outliner where you have all your objects and see if the little camera is clicked on.
if you can't see it in the 3d viewer but you have the point try to scale using S
I'm using Unity 3D 3.5 pro.
I've got this scene with two cameras in it. One of them is looking at a plane that has a render texture on it. The other is recording the render texture. When the camera that's recording the render texture has a 1:1 normalized view and height rect, everything is fine. But when It's something different, some weird stuff happens -- the render texture's image becomes distorted. I've tried releasing and discarding the render texture's contents in an update function, but nothing changes! It's totally stopping the project I'm working on from being completed. I have pictures here to explain the situation in detail. The reason its a problem is because i need to be able to place non rectangular objects in front of the square and not have their scales appear to be distorted, due to the scale of the plane on which the render texture is being shown not being a square. What could I be doing wrong?
I also placed a similar question on unity answers, but received no usable help there. Here was the thread:
http://answers.unity3d.com/questions/389094/rendertexture-normalized-view-rect.html
I figured it out. I needed to mess with the offset and tiling of the rendertexture. Silly rabbit!
I'm having problems with google maps, drawing icons was working fine few weeks ago in my project. At some time the icons are very frequently drawing in partly and I don't know what is causing it. It is both happening on my development machine and production server and on all machines.
I'm only using two different icons so I know the bitmap images are not corrupt.
Here below are two sample images.
You'll get more help if you post your outputted JSON. Your gmaps JSON must not have quotes around width or height, like so: "picture":"/assets/dayhome.png","width":32,"height":37,"lat":53.5402,"lng":-113.628
Another fix is to include optimized:false which disables the html5 canvas (the squares that are cutting off the markers).
My much more detailed analysis here: Canvas Tiles Cut Off Custom Markers
Set optimized:false in your Marker options.
If optimized is true (the default), then your marker images are incorporated into the tiles. Unfortunately where markers cross tile boundaries, they are not also used on the adjacent tile, so appear to be truncated at the edge of the tile. Using optimized:false forces the icons to be placed on the map as separate DOM objects.