I have an object in blender which I download it from the Net. But when I run the render, the object doesn't exist.
What is the problem?
Maybe rendering is turned off for that object? In the outliner, there are 3 icons: an eye, arrow, and camera. Check if the camera icon is enabled, disabling will hide that object from the render view.
Which renderer are you using for your project and which renderer was the model you downloaded set up for?
If you are using Blender Internal and the model was set up for Cycles or vice-versa that could explain the issue and why creating a new material corrected it as BI and Cycles have different material setups.
Related
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one more thing the GPU compute option is no longer active besides it was active before and worked with me.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.
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.
I have created an animation of a robot which when running does the animation the way I like it to. When I render it, certain objects like the arm of the object does not show. Any reason as to why this is?
show/hide_render icon:
Check if this little (Show/hide_render) icon is turned off for that specific mesh.
I'm switching a camera between two exported dummies from 3dsmax by setting it to use their matrixWorld properties.
camera_foreground.matrixWorld = (dummy_shot1.matrixWorld);
camera_foreground.updateProjectionMatrix();
This works great but the camera_helper that I've created doesn't inherit the matrix changes.
It doesn't allow me to run updateProjectionMatrix() on the helper itself. I've tried parenting the helper to the original camera. I've also tried to set the helper.matrixWorld to the same dummy_shot1.matrixWorld. What would be the best way to get the helper to update along with the camera it's created for/from?
You can update the frustum of a camera helper with THREE.CameraHelper.update().
Given two cameras: camera1 and camera2, you can switch the CameraHelper transformation from camera1 to camera2 like this :
cameraHelper.camera = camera2;
cameraHelper.matrix = camera2.matrixWorld;
cameraHelper.update();
Note
Another solution that seems more convenient for you, would be to create one THREE.CameraHelper for each camera and switch the currently displayed helper with :
camera1.helper.visible = false;
camera2.helper.visible = true;
In addition, THREE.Layers can also be used to control the currently displayed helper.
3dsmax cameras/camera animation aren't supported by the 3dsmax collada exporter. To get around this I was exporting dummies (from max to threejs) that had been parented to said cameras. I had worried that the dummies would come through without their animation (since the parents (3dsmax cameras) are ignored).
The dummies were coming through fine (I'd thought) since camera location/rotation worked fine when copying matrixes to three.js cameras. The problem arose when trying to get the helpers to do the same (apparent when viewing the scene via a debug camera).
It seems camera_helper objects in three.js don't play nicely with the matrix of these particular dummies (probably because in 3dsmax they are inherting from a parent). What's strange is that the cameras (as mentioned above) work fine.
To get around the issue I used a great maxscript (http://www.breidt.net/scripts/mb_collapse.mcr) to copy/bake all the parent keyframe data from the 3dsmax camera to it's dummy (no longer inheriting). The collada friendly dummy was then exported to three.js where both the camera and it's helper work great with.
Thanks Neeh for help and questions. It was rebuilding a test scene to upload that I noticed the new dummies (not parented to cameras) worked fine with helpers.
I have blender file which loads the scene fine in Cycles Render.
However, I need it to correctly load the textures in Blender Render.
Any hints how I can achieve that?
Thanks!
For simple materials it can be easier to re-create the same look using blender internal material settings. For more complex materials the best you can do is bake the cycles material to an image that you can then use in blender internal.
If you have trouble with baking you may want to ask at blender.stackexchange which offers blender specific help.