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Just one detail about decreasing the tile size: It helps you to render big scenes when you don't have much VRAM available. With a powerful GPU it's generally unnecessary make it smaller but when you can't render in 2048 tile size, decreasing it would allow you to render in exchange of more time actually. This is my experience messing around with it xD
3080ti: i always deactivate tilerendering. I often render in 4k and it's always faster than keeping it on 2048. Only when i push the gc to it's absolute limits i turn it back on.
+1, when i was rendering on 1660ti i constantly used tiles with numbers like 768-920 to speed up render. With 4090 using tiles is only increase render time
Good to see Noise Threshold being properly explained. So many people still just parrot "lower your samples" when this has not been the primary control for render quality since 3.0. They even renamed it from Samples to Max Samples to show it's defintiely a different setting, but no the parrots just started saying "lower max samples". Lower max samples does one thing - reduce the samples available to the noisiest part of your image. Exactly what you don't want to be doing.
Which could be the standar setup for using NT, because I used it in 0.5 with 3000 samples and the results looks way noisier that a NT at 0.01 with 300 samples (And for animation means more flickering)
BVH trees have to be recalculated if the triangle world-space positions change so there's only so much data that can be persisted frame-to-frame. Edit: The wikipedia article on the subject offers a decent albeit simplified explanation of the subject.
You dont know how much I appreciate you making me find out my render device setting was on NONE all this time, I knew it and I never noticed it, I feel so stupid but I'm glad I watched this today cause I have to render a lot of work tomorrow
A note about adaptive sampling: It's worth trying out a scene with a lower sample count and lower adaptive sampling value in complex scenes, as it seems that the AI/algorithms were set up for images with uniform sample counts. In my experience the varying sample counts from this can cause artifacts in the denoiser. To prevent issues try increasing the min samples near to a quarter of the total samples and messing around with values as always. I usually use a value between 0.01 and 0.05. The second image at 14:50 looks like it uses a smaller sample count or some other setting on top of disabling caustics, but it's also possible that the reduced noise from the lack of caustics is causing the adaptive sampling to give it less samples and therefore increase the artifacts in those areas. On top of disabling the animate seed option that someone mentioned to reduce flickering, using the automatic scrambling distance option can also help reduce noise in renders by allowing nearby pixels to have more similar random values. Setting the multiplier to 0 is also a great way to visualize converging times and figure out what is a good sample count for you! Transmission bounces are required for any transmissive materials, that includes glass that uses transmission, refraction, etc. Transparency bounces are only used for materials with alpha (i.e simulate a transparent material with no internal bouncing and only a surface) or using a transparent BDSF.
You missed something while talking about denoising. Under advanced settings in Cycles sampling panel there's animate seed option. That one needs to be disabled in order to avoid flickering between the frames. In fact, quite important. Also, I haven't seen anyone mention this but since 3.6 version, maybe even one or two versions earlier not sure, there's Turbotools add-on inside the Blender. That's accualy separate denoiser. If used properly can give even better results that Optix or OpenImageDenoiser.
That's not free though. I still use the ai denoiser from recycled. I've separated the addon from the special build and still jas way better results vs blender vanilla approach
Even better; apparently there is a temporal denoiser using Optix in Blender. But it's hidden somwhere under the developer extras. But yeah you're right on the seed for the noise threshold, good one!
@@KaizenTutorials the only place where I saw Optix temporal denoiser is inside the free Pidgeon Tools add-on. I've been playing with it for a while. Interesting results. Check that one. Cheers!
As a longtime blender renderer and dabbler, this video was FANTASTIC in being visually captivating, well narrated, and hey, still learned a few new things, too! Subbed.
Thank you so much for these tips. I've been trying to render out a 1053 frame animation, but each frame was taking over a minute to render, even with the noise threshold set to 1 and samples reduced to 1024. I found the Optix option, played with the lighting settings and a few other things, and now, from my current test, each frame takes around 9-11 SECONDS depending on the complexity of the frame. Massive time saver ! ^_^
About using your CPU in addition to the GPU for rendering: It depends. Usually, it *should* be faster, but there also are a lot of cases/scenes where it actually slows down the rendering, in comparison to a GPU only render. Always test which is faster before rendering your animation
On laptops, CPU+GPU is the worse option almost 100% of the time... Because either GPU or CPU alone can max out thermal/power constraints, it all boils down to how many samples per watt the system is producing.. By taking this some of this power budget away from more efficient GPU and giving it to far less efficient CPU will result in less performance.
This Video helped me a lot for getting happier in Cycles. At least for me denoising settings were somewhat of a Problem. After turning off the denoise for the viewport i got much faster results in simple scenes. The best results in terms of speed were achieved by turning Denoising off, but if you have the extra 2-5 Seconds in the viewport to denoise i recommend to set start sample to the last frame. This way not every sample gets an own denoising process, but only the last one does. So you wait less inbetween the actual Samples. Haven't tried this in more complex scenes, but for hardsurface modeling this works like a charm.
Some tips for faster renders. This is coming from someone who renders stuff at work on an ancient PC with no GPU only an or 9th gen i7 CPU. 1. High resolution (~3000x3000) + low sample size (~32) + Noise Threshold 1. This is really good for low end PCs. 2. Small tile sizes (~128 for me) are good for CPU rendering, while larger ones a better for GPU rendering. 3. Sometimes adding textures after in Photoshop is actually faster. If you have a large wall with a lot of bump-mapping.... just do it in post. I can pump out simple scenes under 5 mins, more complex stuff under 10-15 mins.
Dont know if anyone said it before, but if you use a bigger format, like 4k instead of 1080 and use 1/4 of the samples the denoiser is able to mantain a lot more details and sharpness. You divide the samples by 4 because 4k is 4 times the area of 1080p. Max Hay uses this technique and downscales the render to 1080p afterwards. You don't actally have to change the resolution since changing the format % to 200% should be the same thing. Hope it helps someone! P.s. Please do a full video about temporal denoising techniques and fireflies/artifact removal :P Loved the video from Southernshot, but I was asking myself if there are any other workarounds (maybe even in AfterEffects or premiere)
Bro thank you so much each frame for my 300+ animations were taking like 20 mins with 1024 samples but then I turned on the OptiX setting and now each frame takes 2 minutes! Great video
Dude I've been rendering these animations for so long taking hours of my day just for a 5 second animation just to figure out I've been limiting my hardware and could've saved hundreds of hours just by clicking a button, my life is a lie
A few things to note: Make sure you are not thermal throttling when rendering with both the cpu and gpu (do not do this if you have a laptop it will reduce render times). Noise threshold can cause artifacts with denoising (especially with volumes). Experiment with the minimum samples to make sure you dont get these. Often times i find it best to just disable it entirely. Persistent data does not work with adaptive subdivision. I also find that keeping render times the same, rendering at a higher resolution results in more detail since the denoiser has more pixels to work with.
Yesterday I actually found out about these and my rendering time went from like 15 seconds to literally like 2 or 3 seconds (it was not a huge render thing but just a small one but doing this stuff helped 100%!)
Another tip: render from the command line. Some utilities online can do this, for those unfamiliar with shell scripting (like the Flamenco add-on, which I use), but this is another way of managing memory. This way, you don't have the full Blender UI running in the background while rendering - helpful for longer animations. A middle ground to this is to lock the Blender interface while rendering (meaning you can't use the UI while it's rendering) by going to the top menu -> Render -> Lock Interface.
Yeah i've heard it can shave off a couple of seconds, but I honestly couldn't get it to work myself. Then again I have 0 coding experience and understand nothing about it haha
I didnt even realize I was able to use my GPU with HIP! This is so awesome you got a subscribe from me thank you so much! Took a 50 minute render to about 15
I was told several times earlier to deactivate CPU from Optix, because it "gets in the way", though both my processor and graphic card are not as good as yours. Also the scene is amazing!
Ah yeah it seems to depend on the hardware honestly. On my current and previous setup (3070 and ryzen 3700X) using both was faster though! And thanks, appreciate it!
One thing I noticed is that some of my colleagues or students are using downloaded materials (from Blender Kit for instance) that are way too complex for no reason, like a glass with 3 different IORs and refraction values, or a shader with multiple 4D noise textures with the detail slider set to 15. Also, one of my student had 8 hours render time, I was able to cut down the render time to 10 minutes just by some optimization, for instance some tiny objects had a PBR setup with 4096*4096 textures, completely useless ! In addition to what you said in the video, these are some important things to check : - Polycount - Texture sizes (also if a texture is 5000*5000px for instance, resize it to 4096*4096) - Heavy procedural textures (the "detail" slider doesn't have to be set to 15 all the time) - Volumetrics are killing your render times on Cycles (something like 10 times longer is normal) Also, I noticed that Blender doesn't like to have too many objects (i'm talking about thousands of objects), if you can join them it can make a difference (or use instances if they are similar) Thanks for the video !
There is mistake in the description of how Light Paths works. Transparent is not responsible for bounces in the glass, it works in bounces of the alpha texture in the shader (ex. leaves in trees with alpha mask)
You're right! But that also affects glass believe; atleast it's transparent component. which you can see in the render as using these bounces did make it see-through again. But for the light refraction inside of glass you'll need other bounces!
@@KaizenTutorials You can doublecheck it with array of glass planes on front of Camera. If you add alpha weight to you glass shader, transparent bounces will work
Not me waiting for my 350 frame animation to finish rendering while watching this video 😅. Usually, I significantly decrease the sampling and resolution, so these tips are a huge help
another way to speed up renders is like they use in vidddygame engines is to compile all them texture node to trim sheets and hero textures , that way the compile time is in milliseconds , also like show'd with single color backgrounds is to use the just a diffuse node not a whole procedural node when needed , also a make pass renders for each of the diffuse , glossy and transmission and then can use a compositor later to fix the colors and intensity as well as speeding that by dividing scene into collections for foreground , mids , background and holdouts
Biggest mistake I recently made was a total rookie move. Rendering a simple animation in cycles, but each frame was taking almost 2 minutes. Finally realized I just forgot to change the device from the default CPU to GPU. Went from about 2 minutes per frame to under 20 seconds! Sometimes the simplest setting makes the biggest difference.
AFAIK, Tile size optimizations only works if you have more GPU cores than what cycles can use with parallel processing in a single tile. If you have equal to or less, then you are best off rendering 1 large tile. If you have more, your better off rendering a number of tiles that has the largest number of cores per tile simultaneously without going over. at least, that's how I understood it. I don't know how many cores cycles is optimized for. if it's 4 cores, and you're doing CPU rendering with a threadripper with like 60+ cores, multiple small tiles will be faster because it's rendering multiple tiles at a time, but AFAIK the average consumer-grade GPU can only render a single tile at a time, and reducing tile size and increasing the number of tiles, actually increases render time, rather than reduce it, because it's only 1 tile at a time, and switching tiles takes time to load new data to the GPU. I am NOT a programmer, or really any kind of expert, I just watch a lot of youtube videos, and tried to render on my laptop and this is what my experience of it points to. simultanious tiles = total # of cores MOD max cores per render.
So from what I've been seeingin the comments tiling is mostly useful to prevent VRAM issues and for CPU renders. Modern GPU's render faster on full tiles vs. small tilesizes.
Quick heads up about 2:53 : Render times can still be slower if you have both CPU and GPU enabled. I tested it in a scene I was working on and it was quite a bit slower (I'm using OptiX).
u know i never played with the noise threshold before this . . . u have saved so much time on renders . . . from 5 min to under 1 . . . with openimage its still fairly good unless zoomed in on reflections
I don't know if anyone had these insane results, but literally from just changing it from CPU to GPU Compute it went from an HOUR AND A HALF to a minute and a half 🤯
Hey ! Thanx ! Love your videos, they are helping me so much and I also like the style. Don't mind what some individuals with ridiculously empty calendars say in the comments.
Honestly I barely use the noise threshold because I like the more obvious result of just increasing the number until it's too slow. I feel like the not noisy areas don't take long to render anyway
For tile size: It did massively help for me on the CPU (especially in multi threaded systems), but in my experience, it's comparatively slower on the GPU
I always crank the render settings to 1024 tile size and 2048 samples to then denoise outside outside Blender or Maya. I bought a 3090 four days ago and after coming from a 1060, 2060, 4060... it's a breeze. Something funny is that the 3090 is much more accurate at tracing than all of the GPU's i used so denoising is very easy even with few samples.
Dude! I didn't even know you actually had to "enable" your GPU in the settings, I thought you just click GPU Compute (even though it was greyed out) and you were good. I've noticed that 3 minutes has changed to 3 seconds (a little dramatic, more like 7 seconds)
I've found that Persistent Data causes some artifacts in random frames, such as lighting differences. I'd often have to go back to the problematic frames and switch off Persistent Data to render out those frames separately
I don't wanna be a shill, but there is a addon I use to use a hell of a lot called "Super Image Denoiser" which does have a temporal denoising setting. Back when I used it it could do a pretty amazing job at denoising scenes, but nowadays I'm fairly sure it's broken as it's free version (I think) has stopped development and is now been put into a pretty nifty addon tool kit
I was alway using OID for animation because I heard in the past that it was better for animation. I Guess it's not the case anymore, gonna try optix Denoise now.
Rendertime with Blender 4.0.2 for the original scene from the link in the video-description, frame 1, no changes made: 05:25:27 minutes!!! Hardware: AMD 3970X Threadripper (32 Cores); ASUS ROG-STRIX RTX-4090 OC; 128 GB RAM; 2 TB Samsung SSD 970 Pro; OptiX, Cycles CPU+GPU-rendering; But turning down the samples and the threshold will make it faster for sure. Rendertime with changed parameters: Noise Threshold 0.05; Bounces: 8, 4, 4 ,8 ,0 , 8; Persistent Data; Max Samples 2048 equals 00:31:21 minutes!!!
you should turn off the CPU and only use the GPU, and the default sample rate of 4096 is unnecessary high if you try to render a single image. What do you mean with original scene?
@@MrDragon005That's what I never got a clear answer for at discord-channels: Is it better to use CPU AND GPU, if having a "not sooo slow one", like me, or use GPU-only? Please explain your opinion. :) "Original Scene" means, that I have not changed anything, in the scene, before hitting "F-12". :D Rendertime is 00:28:14 minutes if using GPU-only!!! WHY????
Using 4096 is fine because changing the noise thresholds prevents unnecessary sample renders. So you can leave it up. As I show even setting the samples to 20K doesn’t matter because the noise threshold never let’s you get there!
I love those fast renders. At one point I didn’t know exactly what I was doing and I would render a billion frames at an overly large size. It would take an hour to render when really I needed one square frame. 😅
I haven't downloaded your scene so I don't know how you have setup your glass material, but as a general rule I would not recommend to set the Transmission bounces to 0. Because if you have not setup some "fake" glass material where you mix in a Transparent BSDF or other Alpha transparency, but either use only a Glass BSDF or Principled BSDF, glass is a transmissive material and will need Transmission bounces or otherwise everything seen through it will be black. By the way, the channel to make a glass material in the Principled BSDF is therefore called "Transmission", not "Transparency" 😉 The Transparent bounces (which are by the way not dependent on the Total bounces unlike the others above it) are used for Alpha transparency which is produced by the Transparent BSDF or the Alpha channel in the Principled BSDF and also controlled by the density of volumetric materials.
@@KaizenTutorials As I said, I have not downloaded your scene so I do not know how you have set it up. Is there anything to see behind the glass except for the world environment? Are the windows single sided planes or do they have a real thickness for correct refraction? The thing is, transmission bounces at 0 work for a single-sided glass material if there is no object behind it (otherwise the object would be black). If your glass has a real thickness, it will no longer be transparent, because the rearward face will be black through the front. If you have a single face and nothing to look at behind the window you're good, because the environment will be visible no matter if you have 0 bounces or not. So as I said, works for you but I would not suggest this as a general rule.
I use AMD Radeon (TM) R7 350X GPU and Intel(R) Core i5-3570 Cpu And i render animations with 1 sample only and with denoise it takes 2 whole days to render a 70 frame animation with 24 Fps, Even with your optimizations.
I understand that for some projects with special materials or dark spaces, you really need a high sample count, but for most stuff I use 258 or 512 samples and let the Denoiser do the rest. I tested it a lot and for me, there is absolutely no difference anymore when I go higher than 512 + Denoiser.
Hmm yeah I guess it could be scene dependant, but does it really make it a lot faster if the scene doesn't require many samples anyways to set it lower vs keeping it higher and using the proper noise threshold? Effectively this does the same in my experience.
ive had my gpu setting off all this time....... where have you been my whole 2 years of rendering with my "GPU" that wasnt ever enabled.... thank you so much 😭🙏
In my experience, tile size just puts less strain on the hardware. I kept the tile size the same while I was learning blender, but kept getting crashed when trying to render multiple donuts. Now Don crash yet
Yo, nice video man. Can you tell me the song that starts playing at 13:50 that song has played on multiple videos I've seen and I cant seem to find it anywhere. Thanks bro.
I'm trying to make things a bit faster here... Thanks to you i hace a few settings to test... right now my render it's been running for over 8 hours (it's a single frame) and it's not finished yet... what I'm doing is a bit exaggerated, but for printing in giant size it's kind of necessary... the render only has 32k resolution... that's a bit more than 1000MP image
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That salad thing sounds pretty cool... It's a shame that i have an RTX 3050ti... :D
You can always try! Not sure if it doesn’t work 🙏🏻
We xan actually do temporal denoising since 3.1 but is not exposed in interface
Antivirus sees this as a threat.
that's weird! You need to give it approval for firewall passage, but that's because it uses internet, but that's it! @@andriespieterse1584
THANK YOU! It really works, went from 7 minute renders to 8 second renders. Every time I have long renders, I come back to Kaizen
That's so nice, thanks for sharing!
Just one detail about decreasing the tile size: It helps you to render big scenes when you don't have much VRAM available. With a powerful GPU it's generally unnecessary make it smaller but when you can't render in 2048 tile size, decreasing it would allow you to render in exchange of more time actually. This is my experience messing around with it xD
That’s a great tip! Thanks for sharing this for the low VRAM gang!
3080ti: i always deactivate tilerendering. I often render in 4k and it's always faster than keeping it on 2048. Only when i push the gc to it's absolute limits i turn it back on.
+1, when i was rendering on 1660ti i constantly used tiles with numbers like 768-920 to speed up render. With 4090 using tiles is only increase render time
thank you! ive run out of vram very often didnt know this fix existed
3060 user here, thats the least of my problems
the best rendering setting is an expensive GPU
It does go a long way lol
Uhm, that setting is greyed out in my bank balance...
@@GinnyGliderhmm.. maybe a bug did you report to blender ? Or try closing and opening blender again ..
Fr
@@GinnyGlider Yep, funny thing i tried this setting but received a defective one in the mail 😂🤣
Good to see Noise Threshold being properly explained. So many people still just parrot "lower your samples" when this has not been the primary control for render quality since 3.0. They even renamed it from Samples to Max Samples to show it's defintiely a different setting, but no the parrots just started saying "lower max samples". Lower max samples does one thing - reduce the samples available to the noisiest part of your image. Exactly what you don't want to be doing.
Haha yes! Finally someone who truly understands! Well said 💪💪
Which could be the standar setup for using NT, because I used it in 0.5 with 3000 samples and the results looks way noisier that a NT at 0.01 with 300 samples
(And for animation means more flickering)
The BVH is the bounding volume hierarchy. It allows triangle searches in path tracing to go down from linear to logarithmic time.
BVH trees have to be recalculated if the triangle world-space positions change so there's only so much data that can be persisted frame-to-frame. Edit: The wikipedia article on the subject offers a decent albeit simplified explanation of the subject.
Wow cool, thanks for explaining!
You dont know how much I appreciate you making me find out my render device setting was on NONE all this time, I knew it and I never noticed it, I feel so stupid but I'm glad I watched this today cause I have to render a lot of work tomorrow
Haha it happens to the best of us! Glad you got this sorted before doing all that rendering!
A note about adaptive sampling:
It's worth trying out a scene with a lower sample count and lower adaptive sampling value in complex scenes, as it seems that the AI/algorithms were set up for images with uniform sample counts. In my experience the varying sample counts from this can cause artifacts in the denoiser. To prevent issues try increasing the min samples near to a quarter of the total samples and messing around with values as always. I usually use a value between 0.01 and 0.05.
The second image at 14:50 looks like it uses a smaller sample count or some other setting on top of disabling caustics, but it's also possible that the reduced noise from the lack of caustics is causing the adaptive sampling to give it less samples and therefore increase the artifacts in those areas.
On top of disabling the animate seed option that someone mentioned to reduce flickering, using the automatic scrambling distance option can also help reduce noise in renders by allowing nearby pixels to have more similar random values. Setting the multiplier to 0 is also a great way to visualize converging times and figure out what is a good sample count for you!
Transmission bounces are required for any transmissive materials, that includes glass that uses transmission, refraction, etc. Transparency bounces are only used for materials with alpha (i.e simulate a transparent material with no internal bouncing and only a surface) or using a transparent BDSF.
Well said, thanks for this in-depth comment!
You missed something while talking about denoising. Under advanced settings in Cycles sampling panel there's animate seed option. That one needs to be disabled in order to avoid flickering between the frames. In fact, quite important. Also, I haven't seen anyone mention this but since 3.6 version, maybe even one or two versions earlier not sure, there's Turbotools add-on inside the Blender. That's accualy separate denoiser. If used properly can give even better results that Optix or OpenImageDenoiser.
That's not free though. I still use the ai denoiser from recycled. I've separated the addon from the special build and still jas way better results vs blender vanilla approach
Even better; apparently there is a temporal denoiser using Optix in Blender. But it's hidden somwhere under the developer extras. But yeah you're right on the seed for the noise threshold, good one!
@@KaizenTutorialsNever heard of it but I know EEVEE NEXT is a bit better about accumulating samples over frames which would be better for animations
@@KaizenTutorials the only place where I saw Optix temporal denoiser is inside the free Pidgeon Tools add-on. I've been playing with it for a while. Interesting results. Check that one. Cheers!
Nice! I'm not sure where it is. Southernshott has a video on it on his channel. @@_tomashh
As a longtime blender renderer and dabbler, this video was FANTASTIC in being visually captivating, well narrated, and hey, still learned a few new things, too! Subbed.
Thank you for the kind words, glad you liked the vid!
Thank you so much for these tips. I've been trying to render out a 1053 frame animation, but each frame was taking over a minute to render, even with the noise threshold set to 1 and samples reduced to 1024. I found the Optix option, played with the lighting settings and a few other things, and now, from my current test, each frame takes around 9-11 SECONDS depending on the complexity of the frame. Massive time saver ! ^_^
About using your CPU in addition to the GPU for rendering: It depends. Usually, it *should* be faster, but there also are a lot of cases/scenes where it actually slows down the rendering, in comparison to a GPU only render. Always test which is faster before rendering your animation
Yes! I agree; that goes for all these settings. Always test 1st!
On laptops, CPU+GPU is the worse option almost 100% of the time... Because either GPU or CPU alone can max out thermal/power constraints, it all boils down to how many samples per watt the system is producing.. By taking this some of this power budget away from more efficient GPU and giving it to far less efficient CPU will result in less performance.
This Video helped me a lot for getting happier in Cycles. At least for me denoising settings were somewhat of a Problem. After turning off the denoise for the viewport i got much faster results in simple scenes.
The best results in terms of speed were achieved by turning Denoising off, but if you have the extra 2-5 Seconds in the viewport to denoise i recommend to set start sample to the last frame. This way not every sample gets an own denoising process, but only the last one does. So you wait less inbetween the actual Samples.
Haven't tried this in more complex scenes, but for hardsurface modeling this works like a charm.
my friend. you and persitent data just saved my project and my life. i cant thank you enough!
awesome!
It is always a pleasure to find new ways to speed up my workflow!
Some tips for faster renders. This is coming from someone who renders stuff at work on an ancient PC with no GPU only an or 9th gen i7 CPU.
1. High resolution (~3000x3000) + low sample size (~32) + Noise Threshold 1. This is really good for low end PCs.
2. Small tile sizes (~128 for me) are good for CPU rendering, while larger ones a better for GPU rendering.
3. Sometimes adding textures after in Photoshop is actually faster. If you have a large wall with a lot of bump-mapping.... just do it in post.
I can pump out simple scenes under 5 mins, more complex stuff under 10-15 mins.
Thank you for sharing your tips and insights for people with lower-end PC's!
tile sizes no longer matter in cycles X iirc. It's mostly used to save RAM now
@@suya1671 Doesn't matter if you are using a GPU, CPU or both?
@@Ragmon1 yep afaik. I don't notice a difference on my rig at least (GTX 1660 Super and i7-10700K)
@@suya1671 Well I'm gonna need to try rendering on monday, without the tiles active. I'm very curious now.
Very good explanations. Not only "do this and that", but also why. Congrats!
Thanks!
Dont know if anyone said it before, but if you use a bigger format, like 4k instead of 1080 and use 1/4 of the samples the denoiser is able to mantain a lot more details and sharpness. You divide the samples by 4 because 4k is 4 times the area of 1080p. Max Hay uses this technique and downscales the render to 1080p afterwards. You don't actally have to change the resolution since changing the format % to 200% should be the same thing. Hope it helps someone! P.s. Please do a full video about temporal denoising techniques and fireflies/artifact removal :P Loved the video from Southernshot, but I was asking myself if there are any other workarounds (maybe even in AfterEffects or premiere)
Thank you for this! And yes maybe I will do a video on that in the future.
2 YEARS IT TOOK TO LEARN OF NOISE THRESHOLD TYSM!
Bro thank you so much each frame for my 300+ animations were taking like 20 mins with 1024 samples but then I turned on the OptiX setting and now each frame takes 2 minutes! Great video
awesome, glad to help!
thatt persistent data is a world saver it saves so much time, thanks for sharing this amazing video
Glad I could help!
A 5 hour loading time for my 1.04 second animation felt ridiculous, thanks making this vid 😊
Dude I've been rendering these animations for so long taking hours of my day just for a 5 second animation just to figure out I've been limiting my hardware and could've saved hundreds of hours just by clicking a button, my life is a lie
also thank you this video changed my life
damn that's rough! Happy this video helped you out tho
A few things to note: Make sure you are not thermal throttling when rendering with both the cpu and gpu (do not do this if you have a laptop it will reduce render times). Noise threshold can cause artifacts with denoising (especially with volumes). Experiment with the minimum samples to make sure you dont get these. Often times i find it best to just disable it entirely. Persistent data does not work with adaptive subdivision. I also find that keeping render times the same, rendering at a higher resolution results in more detail since the denoiser has more pixels to work with.
Thanks for the notes!
Yesterday I actually found out about these and my rendering time went from like 15 seconds to literally like 2 or 3 seconds (it was not a huge render thing but just a small one but doing this stuff helped 100%!)
Awesome, glad the vid helped!
thank you for the tips! i'll be giving them a go for sure 🙂
Another tip: render from the command line. Some utilities online can do this, for those unfamiliar with shell scripting (like the Flamenco add-on, which I use), but this is another way of managing memory. This way, you don't have the full Blender UI running in the background while rendering - helpful for longer animations. A middle ground to this is to lock the Blender interface while rendering (meaning you can't use the UI while it's rendering) by going to the top menu -> Render -> Lock Interface.
Yeah i've heard it can shave off a couple of seconds, but I honestly couldn't get it to work myself. Then again I have 0 coding experience and understand nothing about it haha
@@KaizenTutorials that's fair. I have done a few tutorials in the past; maybe rendering from command line be my next one 😄
@@SpencerMagnusson I subscribed in case you do a tutorial in the future. Thanks for sharing your knowledge. The Blender community is so amazing.
@@studiojohnny thank you! I'm wrapping up some videos for BCON LA but I added this to my backlog to get into soon.
I didnt even realize I was able to use my GPU with HIP! This is so awesome you got a subscribe from me thank you so much! Took a 50 minute render to about 15
Awesome💪🏻
new to blender, was using maya and other soft, changing render settings sped up render about 10x. thank You
I was told several times earlier to deactivate CPU from Optix, because it "gets in the way", though both my processor and graphic card are not as good as yours.
Also the scene is amazing!
Ah yeah it seems to depend on the hardware honestly. On my current and previous setup (3070 and ryzen 3700X) using both was faster though! And thanks, appreciate it!
@@KaizenTutorials I`ve got 3060 TI and Ryzen 5 2500x. guess I need to do some tests
was looking for a rendering guide today and saw your old one with a link to this one, quite helpful thanks
Glad to hear and glad the link is doing it's job haha! ;-)
Love the tips shared and the delicious salad! Appreciate the sense of humor while learning! 🤣 U R Z Best man!!!🤩🤩 Luv it! 😍
Ah thanks a lot!
IT WORKED
the animation i have was a camera tracking one, so it took 3 minutes each frame, but now it only takes 30 seconds.
niceeeeee
Your videos are great, informative and entertaining. Thanks bro
Glad you like them, thanks!
One thing I noticed is that some of my colleagues or students are using downloaded materials (from Blender Kit for instance) that are way too complex for no reason, like a glass with 3 different IORs and refraction values, or a shader with multiple 4D noise textures with the detail slider set to 15.
Also, one of my student had 8 hours render time, I was able to cut down the render time to 10 minutes just by some optimization, for instance some tiny objects had a PBR setup with 4096*4096 textures, completely useless !
In addition to what you said in the video, these are some important things to check :
- Polycount
- Texture sizes (also if a texture is 5000*5000px for instance, resize it to 4096*4096)
- Heavy procedural textures (the "detail" slider doesn't have to be set to 15 all the time)
- Volumetrics are killing your render times on Cycles (something like 10 times longer is normal)
Also, I noticed that Blender doesn't like to have too many objects (i'm talking about thousands of objects), if you can join them it can make a difference (or use instances if they are similar)
Thanks for the video !
There is mistake in the description of how Light Paths works. Transparent is not responsible for bounces in the glass, it works in bounces of the alpha texture in the shader (ex. leaves in trees with alpha mask)
You're right! But that also affects glass believe; atleast it's transparent component. which you can see in the render as using these bounces did make it see-through again. But for the light refraction inside of glass you'll need other bounces!
@@KaizenTutorials You can doublecheck it with array of glass planes on front of Camera. If you add alpha weight to you glass shader, transparent bounces will work
I really enjoyed your training, I'm from nigeria. thank you kaizen.
rtx4090 + this video = game changer! thank you for making this & for the render preset!
Glad to help! 🧡
Not me waiting for my 350 frame animation to finish rendering while watching this video 😅. Usually, I significantly decrease the sampling and resolution, so these tips are a huge help
Aah dang haha, poor timing. But for next time you now know! ;-)
Great explanation I understood these concepts very well. Thanks, bud 😌
persistent data. THANK YOU! holy cow.
Gamechanger right?!
Good video, completely forgot to change setting i made fresh install of blender. Was wondering why Cycles so slow. Then I checked its set to none lol
Thanks you so much, thanks to these tips I've gone from 3 hours to 11 seconds to reder a scene
That's amazing! So much time saved.
another way to speed up renders is like they use in vidddygame engines is to compile all them texture node to trim sheets and hero textures , that way the compile time is in milliseconds , also like show'd with single color backgrounds is to use the just a diffuse node not a whole procedural node when needed , also a make pass renders for each of the diffuse , glossy and transmission and then can use a compositor later to fix the colors and intensity as well as speeding that by dividing scene into collections for foreground , mids , background and holdouts
good tips!
@@KaizenTutorials can u make a video on what he mentioned, video would bang
Appreciate the tutorial! Good tips in this one.
Thank you!
Biggest mistake I recently made was a total rookie move. Rendering a simple animation in cycles, but each frame was taking almost 2 minutes. Finally realized I just forgot to change the device from the default CPU to GPU. Went from about 2 minutes per frame to under 20 seconds! Sometimes the simplest setting makes the biggest difference.
We've all been there haha! Well done on figuring out the issue.
Huge thanks! This cut my render time from 20 sec per frame to 4 sec!
Love it!
Amazing video, wow this was so smooth.
Thanks!
Great video, great explanation, straight to the point, and really made a difference, thnx bro
Glad to hear it!
AFAIK, Tile size optimizations only works if you have more GPU cores than what cycles can use with parallel processing in a single tile. If you have equal to or less, then you are best off rendering 1 large tile. If you have more, your better off rendering a number of tiles that has the largest number of cores per tile simultaneously without going over. at least, that's how I understood it. I don't know how many cores cycles is optimized for. if it's 4 cores, and you're doing CPU rendering with a threadripper with like 60+ cores, multiple small tiles will be faster because it's rendering multiple tiles at a time, but AFAIK the average consumer-grade GPU can only render a single tile at a time, and reducing tile size and increasing the number of tiles, actually increases render time, rather than reduce it, because it's only 1 tile at a time, and switching tiles takes time to load new data to the GPU. I am NOT a programmer, or really any kind of expert, I just watch a lot of youtube videos, and tried to render on my laptop and this is what my experience of it points to. simultanious tiles = total # of cores MOD max cores per render.
So from what I've been seeingin the comments tiling is mostly useful to prevent VRAM issues and for CPU renders. Modern GPU's render faster on full tiles vs. small tilesizes.
@@KaizenTutorials is there a way to get a specific, optimal size for the GPU to take advantage of tiles, or is it always full image tile for GPUs now?
Yes Thank you verry much!
Quick heads up about 2:53 : Render times can still be slower if you have both CPU and GPU enabled. I tested it in a scene I was working on and it was quite a bit slower (I'm using OptiX).
Ah yeah that's true. It's really dependent on hardware, scene and setup.
u know i never played with the noise threshold before this . . . u have saved so much time on renders . . . from 5 min to under 1 . . . with openimage its still fairly good unless zoomed in on reflections
Awesome, glad I could help you!
That thumbnail🔥🔥
Thank you for this essential point, which raised existential questions! ....As persistent data!!!!!
Glad it was helpful, haha!
Thumbnail is very eye-catching, but it took me a minute to understand it. I think switching the places of the button and text would be much better!
Ok! Thanks for the input. 🙏🏻
I don't know if anyone had these insane results, but literally from just changing it from CPU to GPU Compute it went from an HOUR AND A HALF to a minute and a half 🤯
The 1st time I did that it went from 4 days to 4 minutes lol.
This was so helpful 🙏
Surprised you havent mentioned scrambling distance. Its an absolute lifesaver on cityscale+ scenes
I don't even know what it is! Care to explain?
Hey ! Thanx ! Love your videos, they are helping me so much and I also like the style.
Don't mind what some individuals with ridiculously empty calendars say in the comments.
Thank you for the kind words!
Nice video!
Remember that Salad using you GPU is not free, electricity cost money.
That's true ofcourse!
Amazing Videoo Fun to watch !!
Thanks a lot!
This video is a gem
Thanks so much
Wow, thanks for the kind words!
Honestly I barely use the noise threshold because I like the more obvious result of just increasing the number until it's too slow. I feel like the not noisy areas don't take long to render anyway
If you have the Noise threshold off all areas will take exactly the same amount of time since Blender will render all samples for every pixel.
Use small tile size can help reduce VRAM in my experience
So i've heard yeah!
the thing I was trying to render went from 8 hours to 3 hours 😭 WAYYYYY BETTER
Very good explanation!
Thanks!
Helped me a lot! you will help me save minutes/hours on my projects
Awesome!
THANK YOU for your excellent suggestions. You saved me a MASSIVE amount of render time.
Glad I could help!
I just love this video, amazing
Thanks love to hear it!
Duuuuuuuuude what an ammmazing video!! Thank you soooo much
Glad you liked it and thanks, appreciate it!
For tile size:
It did massively help for me on the CPU (especially in multi threaded systems), but in my experience, it's comparatively slower on the GPU
Thanks for your input!
omg I need to try this persistent data. why the hell is it not on by default??!
I believe because it takes up a lot of RAM, so that makes things a bit harder on low end PC's.
Cheked to see the pc specs in the description only to find out that i literally have the same pc, only a different AiO cooler. Noice!
Awesome haha! 👏🏻👏🏻
I always crank the render settings to 1024 tile size and 2048 samples to then denoise outside outside Blender or Maya.
I bought a 3090 four days ago and after coming from a 1060, 2060, 4060... it's a breeze. Something funny is that the 3090 is much more accurate at tracing than all of the GPU's i used so denoising is very easy even with few samples.
That Witcher and Oppenheimer soundtrack on your Spotify...🔥👌🏻
Soooo good!
You missed one of the crucial settings that gives 50 percent more boost 😊 just un check the tree option and see miracles 🎉
Light tree under lights ❤
Never heard of this but will check it out! Thanks!
@@KaizenTutorials thank me later 🤗
Thankyou this had everything I was searching for and more it really helped me
Awesome, glad to hear it!
Dude! I didn't even know you actually had to "enable" your GPU in the settings, I thought you just click GPU Compute (even though it was greyed out) and you were good. I've noticed that 3 minutes has changed to 3 seconds (a little dramatic, more like 7 seconds)
Eyyyy that’s a big win then haha nice
I've found that Persistent Data causes some artifacts in random frames, such as lighting differences. I'd often have to go back to the problematic frames and switch off Persistent Data to render out those frames separately
It can yeah, also with animation stuff. But generally speaking it does a great job in my experience!
I don't wanna be a shill, but there is a addon I use to use a hell of a lot called "Super Image Denoiser" which does have a temporal denoising setting. Back when I used it it could do a pretty amazing job at denoising scenes, but nowadays I'm fairly sure it's broken as it's free version (I think) has stopped development and is now been put into a pretty nifty addon tool kit
No worries, thank for mentioning this improvement for people.
I was alway using OID for animation because I heard in the past that it was better for animation. I Guess it's not the case anymore, gonna try optix Denoise now.
There’s apparently also a secret temporal denoiser! Southershotty has a video on it. It also uses Optix, but is hidden behind developer extras.
Rendertime with Blender 4.0.2 for the original scene from the link in the video-description, frame 1, no changes made: 05:25:27 minutes!!! Hardware: AMD 3970X Threadripper (32 Cores); ASUS ROG-STRIX RTX-4090 OC; 128 GB RAM; 2 TB Samsung SSD 970 Pro; OptiX, Cycles CPU+GPU-rendering; But turning down the samples and the threshold will make it faster for sure.
Rendertime with changed parameters: Noise Threshold 0.05; Bounces: 8, 4, 4 ,8 ,0 , 8; Persistent Data; Max Samples 2048 equals 00:31:21 minutes!!!
you should turn off the CPU and only use the GPU, and the default sample rate of 4096 is unnecessary high if you try to render a single image. What do you mean with original scene?
@@MrDragon005That's what I never got a clear answer for at discord-channels: Is it better to use CPU AND GPU, if having a "not sooo slow one", like me, or use GPU-only? Please explain your opinion. :) "Original Scene" means, that I have not changed anything, in the scene, before hitting "F-12". :D Rendertime is 00:28:14 minutes if using GPU-only!!! WHY????
That’s awesome!
Both is better in my testing both in my current setup as my old one with a 3070 and ryzen 3700x.
Using 4096 is fine because changing the noise thresholds prevents unnecessary sample renders. So you can leave it up. As I show even setting the samples to 20K doesn’t matter because the noise threshold never let’s you get there!
this video is GOLD
Thanks!
WHY DIDN’T I SEE THIS EARLIER I AM SITTING IN FRONT OF MY LAPTOP WITH 2 DAY RENDER RUNNING OMG
Damnnnn 💀💀
Dude saved thousands of lifes❤
I love those fast renders. At one point I didn’t know exactly what I was doing and I would render a billion frames at an overly large size. It would take an hour to render when really I needed one square frame. 😅
HAha yeah I feel like we've all been tehre!
I haven't downloaded your scene so I don't know how you have setup your glass material, but as a general rule I would not recommend to set the Transmission bounces to 0. Because if you have not setup some "fake" glass material where you mix in a Transparent BSDF or other Alpha transparency, but either use only a Glass BSDF or Principled BSDF, glass is a transmissive material and will need Transmission bounces or otherwise everything seen through it will be black. By the way, the channel to make a glass material in the Principled BSDF is therefore called "Transmission", not "Transparency" 😉
The Transparent bounces (which are by the way not dependent on the Total bounces unlike the others above it) are used for Alpha transparency which is produced by the Transparent BSDF or the Alpha channel in the Principled BSDF and also controlled by the density of volumetric materials.
You're right, however I'm using a proper glass material in this setup AND I have transmission bounces to 0 and it still works!
@@KaizenTutorials As I said, I have not downloaded your scene so I do not know how you have set it up. Is there anything to see behind the glass except for the world environment? Are the windows single sided planes or do they have a real thickness for correct refraction? The thing is, transmission bounces at 0 work for a single-sided glass material if there is no object behind it (otherwise the object would be black). If your glass has a real thickness, it will no longer be transparent, because the rearward face will be black through the front. If you have a single face and nothing to look at behind the window you're good, because the environment will be visible no matter if you have 0 bounces or not. So as I said, works for you but I would not suggest this as a general rule.
Great vid, i learned a lot
Thank you!
1st step: render at 3am cuz ur sleep deprived
2nd step: oversleep
3rd step: render finished
The ultimate skip.
I use AMD Radeon (TM) R7 350X GPU and Intel(R) Core i5-3570 Cpu
And i render animations with 1 sample only and with denoise it takes 2 whole days to render a 70 frame animation with 24 Fps, Even with your optimizations.
Damn, sorry to hear that. It's very scene dependent ofcourse, as well as hardware dependent.
I wonder if command line rendering would improve rendering speed as you don't have the UI open at all, and everything is done in the background?
I’ve heard it does, but I couldn’t get it to work
I understand that for some projects with special materials or dark spaces, you really need a high sample count, but for most stuff I use 258 or 512 samples and let the Denoiser do the rest. I tested it a lot and for me, there is absolutely no difference anymore when I go higher than 512 + Denoiser.
Hmm yeah I guess it could be scene dependant, but does it really make it a lot faster if the scene doesn't require many samples anyways to set it lower vs keeping it higher and using the proper noise threshold? Effectively this does the same in my experience.
ive had my gpu setting off all this time....... where have you been my whole 2 years of rendering with my "GPU" that wasnt ever enabled.... thank you so much 😭🙏
Ah dang that sucks, but also YEEHAW, time for fast renders!
In my experience, tile size just puts less strain on the hardware. I kept the tile size the same while I was learning blender, but kept getting crashed when trying to render multiple donuts. Now Don crash yet
if only i had a gpu...
haha damn sorry bro
Yo, nice video man. Can you tell me the song that starts playing at 13:50 that song has played on multiple videos I've seen and I cant seem to find it anywhere. Thanks bro.
Yes I can! It's called Tongue Tied and you can find it on Epidemic Music here; share.epidemicsound.com/73h5ua
This is great!
Glad to hear it, thanks!
I'm trying to make things a bit faster here... Thanks to you i hace a few settings to test... right now my render it's been running for over 8 hours (it's a single frame) and it's not finished yet... what I'm doing is a bit exaggerated, but for printing in giant size it's kind of necessary... the render only has 32k resolution... that's a bit more than 1000MP image
Ooh wow that’s insanen
Isnt it always better and faster to do the de-noising in the compositing tab?
Afaik that's the old way of doing things!
@@KaizenTutorialsOh ok, I was always told that was the better way to do it but everything goes out of date so fast now its hard to keep up