query: Ambient occlusion texture baking shadows too dark
positive_passages.docid: 7469
positive_passages.text: Why are there non-visible objects in my final render?
negative_passages.docid: 28991
negative_passages.text: Methods to achieve a similar light grain texture?
negative_passages.docid: 1267
negative_passages.text: AMD GPU Material in "material preview mode" and "rendered mode", is entirely gray as background. Only outline is displayed
negative_passages.docid: 34866
negative_passages.text: Using an Emission shader with textures without affecting the color of the mesh?
negative_passages.docid: 71003
negative_passages.text: Shadow-catcher stays noisy even with Denoising - also very dark
negative_passages.docid: 50343
negative_passages.text: Why is my camera metering indoor scenes as darker than I expect, forcing me to use a high ISO?
negative_passages.docid: 88074
negative_passages.text: Does an HDR environment texture affect the Shadow pass?
negative_passages.docid: 154392
negative_passages.text: Polygonal darkness appearing in render
negative_passages.docid: 107832
negative_passages.text: Cycles: Emission Shader does not bring enough light
negative_passages.docid: 121453
negative_passages.text: Rendering and materials are black
negative_passages.docid: 56721
negative_passages.text: Graphics3D: Opacity limitations
negative_passages.docid: 111730
negative_passages.text: transparency in image used for texture?
negative_passages.docid: 117754
negative_passages.text: Objects behind glass appear too dark
negative_passages.docid: 18115
negative_passages.text: Why do these dark lines appear in render mode?
negative_passages.docid: 152418
negative_passages.text: How do you create a washed out effect with deep blacks?
negative_passages.docid: 6099
negative_passages.text: Texture look lighter in material view than in render view
negative_passages.docid: 101972
negative_passages.text: Hillshade results look too grainy