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Theodora Andy

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Aug 5, 2024, 7:54:22 AM8/5/24
to perflilybry
Areyou working in the Video sequencer or do you want to render a normal 3d View? What you can do is just copy everything into a new blender scene and see if it fixed it because i cant guess from that screenshot what the problem might be.

I just want to render a normal 3D view. I used the video sequencer for the previous render, but I deleted the strip I used and disabled it in post-processing.

Also, I tried both copying and appending the entire collection of the model to another scene and another file and had the same issue.


Actually it was only disabled in viewport and it did render for me without changing those settings. It did freeze my cheap gpu for a while so I changed to CPU rendering.

You can get away with less subdivisions on your objects and it will speed up rendering and performance. 2 levels instead of 4 should be OK with 4 levels you are creating a lot of geometry for this model.


I am sort of new to Blender. I am rendering some scenes using Blender Python, where I have some random sun lights used to light up the scene. However, sometimes the rendered images appear very dark. While investigating I think the issue is because the scene is being rendered using the scene world lighting. When, I uncheck the scene world lighting, the scene looks brighter. But when I render the scene, it still applies the scene world lighting. How can I disable the scene world lighting in Blender and in python? I want my scene to only be affected by the scene lights I set up.


Just to clarify if I understand everything correctly. The scene I see in the viewport is where Blender uses a default HDRI. With the render, Blender used the scene world which is just a dark gray background. So the render appears dark as the scene is only lit using the lights that I have set up. With the World shader you defined, I am essentially putting my scene in some environment with its own lighting, so that the render/scene appears brighter.


However, I want to make it so that the shadows that appear on the object are only due to the lights I have set up. Does the lighting from the HDRI/shader cause shadows? If so, is there a way to lower the strength of the lights from the world shader? Another idea I has is to increase the strength of my lights.


To make things a little more tricky in the view-port shader options you can blur the hdri (in your screenshot it is blurred).

Unfortunately it is not possible to blur the hdri in the world shader settings, if you want to use a blurred hdri in the world settings to light your scene you would have to blur the hdri file in photoshop/gimp etc and use the new blurred file in the environment node.


The instant visual feedback of a real-time renderer is just so valuable when it comes to crafting a shot and scene. As a cinematographer myself, it drives me crazy trying to compose a shot with all of the render intensive elements turned off.


When it comes to scene layout, like the overall blocking and placement of objects in the scene (even including lighting and camera placement), I definitely prefer to do all of this in Unreal as opposed to Blender. This is as a result of one major limitation.


When you import your geometry via .fbx (or any other file type for that matter), your object will come in with an origin point set at the world origin point from Blender. Not from Unreal. This means that you theoretically could set up your whole scene in Blender, and import one giant .fbx file.


However, this would mean that every single object no matter the placement would share the same origin point. So moving any one specific object could be a giant headache, as it might be a large distance away from the world origin point.


I think it makes way more sense to make one object at a time in Blender, and just sent it over to Unreal when the time is right. This way you can set each object up in Blender with an appropriate origin point.


There are few things as creatively invigorating as just simply painting plants onto geometry as though you were using a paintbrush, covering hills and plains with pure wavy photoreal grass, and then to still see 60fps up in the corner for the render speed. Magic.

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