5 Blender Tips That Have Saved Me 100+ Hours
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- Опубліковано 31 тра 2023
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Today, we are learning 5 ways to increase our render speeds with Blender cycles.
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totally. anyone can make a to the point vid, which def has its purpose. but Smeaf levels up with cut aways that make me lol.
I use Cuda so I use GPU+CPU
I’m now becoming more brilliant
Brilliant is actually great for CS and programming tutorials. Tried it today - definitely happy that I did.
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
OptiX tends to be faster but has more artifacts, so a general rule of thumb is:
- Optix for Viewport Rendering (speed preference)
- OIDN for Final Rendering (quality preference)
One more thing I would like to add here, if you’re increasing the noise threshold from 0.01 to 0.1,
You gotta increase the sample count too from like 500 to 2000👍
May I ask why it is so ? I would really appreciate knowing the reason behind the action.
@@H-A-L-O-G-E-N you can absolutely get a pleasant looking render from increasing noise threshold.. but for the commercial projects that I’ve done( from the eyes of the client) it was flickery.. so I tried increasing the sample count.. it made the render so much more stable
@@H-A-L-O-G-E-N basically the denoiser was only good for static frames.: but for animations, I had to increase the sample count to get a consistent noise
@@R3DBLAZE Thank you for the explanation!
I'd like to add to this addition just so there's no confusion. The two options don't really work in tandem as far as i know, it's one or the other. It's like having two goal lines, whichever is reached first stops the render.
The reason you up the sample count is to make sure the render actually reaches the noise threshold before it reaches the sample limit.
So just set the samples to something high like 10,000(something unreachable basically), it doesn't matter because the noise threshold is going to stop the render anyway, but it makes sure you actually reach the threshold you set and not the sample limit.
The reason you didn't get consistent noise before was likely because your render reached the sample limit first.
OMG 2:27 THE MUSIC, all the childhood core memories unlocked!
Age of War music is core memory unlocker
It's just too good
Miragine War
I'm a 3D-graphics/gaming teacher, and I've been coding a 3D-engine myself for fun. It amazes me how much I learn about 3D-graphics when I've been doing something so low-level stuff that I didn't know before
Smeaf, even if sometime i'm not intersted of your content, your editing is so satisfying that i can't switch for another video.
That doesnt seem to please him lol
@@tofusage it should, not being intersted doesnt mean i find his videos not useful for other pples
@@bigdaddyproduction7266 Ah okay, good point!
It's the opposite for me, the meme edits are trying too hard to try to be funny and frankly it's more annoying than laughable at this point
Someone get an award to this guy for his music selection.
To add on to the texture optimization bit, you can get away with fairly low resolutions for the various information maps. In most circumstances, roughness and metallic maps can be 1k or lower, and you won't notice the difference. The key texture maps that should be kept high resolution are the Color/Albedo and Normal maps. Everything else can be downscaled drastically. Also it's a smart idea to combine the various information maps into one. Since they're all grayscale you can put each one into a seperate color channel on the same image. R-Metallic, G-Roughness, B-Ambient Occlusion, A-Displacement. Node Wrangler's automatic PBR setup won't know what to do with it, but it'll cut down greatly on how many textures will need to be loaded and will reduce the clutter in your node tree.
nice. thank u
For lighting optimization, take a look at "Super Fast Render" -- it's a free addon that will go through and test a bunch of different values for your lighting bounces and such, and figure out at what point increasing the bounce count stops making a difference, and leaves your settings configured with the exact number of bounces you need, and no more. Great way to get some performance back without much effort or any real quality loss.
Ho thank you so much!!! It comes at the right time, I rendered a scene yesterday which took 4 hours, I applied all the advice from the video (instance, bounce light, no 8k textures, and so on ) and now it only took 1h30 :)
Yo that's sick!
Thx, Smeaf! I rendered out an animation and it took over 7 HOURS yesterday, can’t believe how perfectly timed this vid came out!
Oh nice! Hope this helps
and how long it took to render after optimization? just curious :)
@@minox510 it took roughly 5 1/2 hours afterward. It might not seem like too big of a difference but every little bit helps
@@GrumpyWolfman yeah 1 and 1/2 hours less of rendering time is really impressive, i hope to get that good results too. :D
This is awesome. Thank you SO MUCH for this. I'm very new to blender and it helped me A LOT. ❤
That's awesome!
nice video, the instancing can be a radical change as the other tips, thank you for sharing!
thanks for making it actually fun to learn from your videos with your amazing editing . 10/10 ♥
You always motivate me to work in blender. luv u
What in the world did his tips do to my PC?!?
It was like 207 samples from 4096 and suddenly it's done???
This video deserves much more attention and likes, thank you Smeaf!
Thank you for all those tips ! 👍
good work! all things i use currently, but it's always good for people to hear these in case we missed something or are new to it :)
Always good to have a refresher!
the transitions and illustrations being just random videos you saved is honestly pretty fun
Oh my gosh! This video will revolutionize the way I use Blender. Thank you so much. 💓
Fantastic music choices in this video, don't think that Age of War song went unnoticed, great video!
i keep forgetting these basic render optimizations, thanks for putting them all in one video!
Ayyy, thanks man!
Smeaf's videos are amazing ❤
Thank you so much for this!
All of this is information I already know, but your content is just so entertaining and I can't stop watching! Not to mention your perfect soundtrack choices
Ayyy, thanks!
Im in BLender since 2015 so I have bee throught some stuff ;D but i had no idea that instancing also reduces the time of render....
THANK YOU SO MUCH
Thank you for sharing! I appreciate the funny editing as well ✌✨
You are great, Smeaf!
dude your edit is god like, congrats and keep up the good work!
Thanks!
This video was super helpful.. Thank you so much.🙏🏼🙏🏼🙏🏼
Glad it was helpful!
Props for using foregone destruction!!! :D
sneaking in the sound effects from age of war was a nice touch was a fun game to play back in the day with the dino riders leading the charge
Bro i don't really like this kind of fast edits but yours is really funny, had a good laugh and difference between your calm voice and fast edit is working good! And ofc thank for tips!
Great vid - and love the merch!!
Thanks!
The choice of music & stock footage feel like the editing equivalent of jangling keys in front of a baby to keep it interested and im here for it
I make sure that the render without the denoiser is only a bit noisy ie fine grain, then the denoiser tidies it up a bit.I also use Fast GI Approximation to lighten the shadows a bit, so there is less noise in the shadows. This really speeds up render times
Wonderful tips,thank you so much friend!!
No problem 🙏
multipass+temporal denoising does wonders
heck yea, the modnation racers soundtrack at the start shows me you truly are a cultured man
Thank you so much, thats a new pin in my favs 🙏🙏🙏
Thanks, this saved me a LOT of time!
This video is brilliant. Thank you.
I see you
This video is truly.... Brilliant!
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
I strongly suggest experimenting with 1 sample rendering because can be really helpful to highlight things that generate noise that you otherwise wouldn't have thought of! Like area lights can make or break a render if not optimized well.
Just AOVs to know exactly where noise is coming from instead of guessing.
@@leecastewhat is aov?
@@sarayupalanivel3148 AOV stands for “Arbitrary Output Variables”, just a fancy name for passes.
If you make passes for direct or indirect diffuse, direct or indirect specular, etc. when you watch them independently you can see which ones have more noise and adjust render settings accordingly.
I’m not sure how it works in Blender, I use Arnold.
Bro, you are amazing 🎉
in regards to texture optimization for heavy scenes - as a basic guide i take a full size render, then measure the object in pixels and whatever the dimensions are i double or triple them depending how far away the object is and that's my required texture size. You can resize the textures in blender but I use powertoys with windows explorer because it's faster.
Dawg, i don’t even know how to thank you for this amazing video, like dawg my renders are like 10x times faster, I didn’t know more than half of these options❤
WHOOO YEAH BABY, THATS WHAT IVE BEEN WAITING FOR.
Thanks smeaf !!
amazing tips thanks
This is actually the first time I heard "Foregone Destruction" (at 1:22) while not playing Unreal Tournament or listening to it on purpose. Great track, thanks for making me smile
Great job thank you so much you saved me 5 days time
Thank you smeaf ❤
Thanks! I hope this helps!
I'll start with Blender 3d soon and your videos will give me more motivation for blender 🔥
That's awesome!
Very helpful!
THANK YOU VERY MUCH🔥
I LOVE YOUR CONTENTS✨
Thanks! Glad you like it 🔥
This is probably the most useful rendering tutorial I have seen so far, keep up the good work!
That's so good to hear!
Big thanks💥
I really appreciate the effort you go through to edit these tutorials with modern style edits of memes and trends. It's the personal touch that makes this go from a single watch for some quick tips into multiple returning viewers just for an enjoyable and relatable video to a niche community.
Thank you! It's a lot of work
Really good video. Thank you
Your editing kills me 😂 you have my sub 🔥🔥👏🏻👏🏻👏🏻
It’s one of the many things I love about my job 😌
Killing it! 🎉
so helpful, thanks alot
Thanks for checking it out!
Not making an amongus joke in that last tip must have taken immense restraint.
Keep up the great work!
OH MY GOD INSTANCING IS THE ANSWER TO ALL MY PROBLEMS YYYAAAAAYYY THANK YOU SO MUCH GOD BLESS THE ALT KEY
Broooo... I don't even use blender.. but watched for the memes.
But the concepts still applies in other popular tools. 👌
Thanks! Yeah exactly
Thanks for the advice! On instaces - I have a specific use I’m experimenting with. I’m making a zombie movie, so I need HORDES of zombies. The models are super dumbed down, but I’m still running into slowdown issues. I don’t want the entire swarm to be walking in sync, and they don’t always walk on a flat ground-surface, so I can’t copy their animation completely. Here’s my plan- make instances of 3 or 4 with their movements staggered, scatter them evenly, and instead of animating the Root controller in Pose Mode for their position and rotation, animate their position in Object Mode.
One advantage I have is that this is a rough animatic- final result will be hand-drawn in Grease Pencil, so no worries about high-res models. If anyone has a better plan for the swarm, I’m all ears.
Smeaf delivers the goods, once again
Baked fresh 🍞
Thank you
Amazing as always
Thanks Attucky!
Thanks smeaf
Really, REALLY usefull, thank you
INSTANCING I FINALLY KNOW WHAT EXACTLY IT MEANS, THANK YOU
Just want to add that if you are trying to use the optix denoiser with glossy surfaces like smooth counter tops, and those surfaces have some kind of roughness map on them you might have a LOT of denoising artifacts, a way around this is to use the composite denoise node instead. I love the Impostor idea, I hadn't thought of baking in the normals.
Insightful
Suuuper useful tips! Thanks a lot Smeaf!
(Btw which song do you usually have for the end of a video?)
Thanks!
It's Called Sojourn
@@Smeaf Yay! Thank you
It's so good and relaxing, been dying to hear the full song. For other people searching:
ua-cam.com/video/VLb93KXlqUU/v-deo.html
Thanks u so much on the Alt + D. Cuz 😭😭😭 blender n PC crashes were real
Thank you for mentioning that "Instanced" method. I guess I have to go fix my entire Cathedral scene I am currently making now.
Lol, good luck!
@@Smeaf already did it 5 days ago. My scene dropped by 400k polygons
Really helpful
Everytime I randomly watch your videos I get reminded howww good this editor is mannn
Thanks for complimenting me
thankyou smeaf for saving my life again in this 3D world❤
No problem!
Nice vid!
I've been shifting+D for so many years and I didn't know alt+D doesn't affect polygon count. GOSH DAMN IT!
I like your videos Smeaf💪🏻
Thanks!
that is a really useful video.
!! Final render -> persistent data. Check this one unless you get memory problems. This solves the issue of Blender reloading every asset into the render each frame. It will save your life if you're rendering a long scene by shaving off anything from 20 seconds to a minute of of the render on each frame depending on complexity.
oh my god i was about to flip my table when i learned about the alt d thing, i had been doing it the add object everytime and i had 4 million polygons. i have restarted 4 times and now its the fifth. thank you so much for the tips cause it was crashing my computer a lot. you can add different textures though i hope.
that cult of the lamb music got me man
tank you for tips
No worries
To add-up to the list, Glass-type and SSS-including materials are very fun to compute for Blender, since it adds up a bunch more light paths calculations
So adding scattering everywhere probably isn't that good of an option
Bro's memes are so good XD
I tested Open Image Denoiser VS Optix in one of my projects and it went from 45 seconds (Open Image) to 24 seconds (optix) on the same test frame. So in some circumstances it does seem to work better. So definitely test out both for your projects, just to be sure.
but the image quality is way worse
@@ajtatosmano2 No not at all. I compared the 2 side by side and even showed a colleague. They couldn't tell which was which. Although I'm sure it depends on what you're rendering.
I'm getting the same results about both the speed increase and image quality being about the same.
Wow. Night and day. Thank you so much. The ALT+D made a dramatic difference...
best Blender content creator
UNREAL TOURNAMENT SONG!
Is there a way to batch downsample textures in blender? Sometimes, when you download detailed models, they look great and all but having to go at each material, find the texture, change the size is a pain...
Hi when you use billboards for such "imposter" objects.
is there a easy way to for example set a sequence of images so it selects which image it displays based on the angle, so objects less far away will also work better with this. I know this can be done by using a movie texture, but that would require manually planning out the movement. and if you instead can use a sequence of images and have the plane automatically rotate towards the camera and then select which image to display based on it's rotation(whatever comes closest), then that might really work well for just reusable assets which are actually just billboards.
Him: "You are probably 20+ and love video games."
Me: "Actually, I am 14, and I basically never play games! I use Arch Linux, btw."
Another good trick is if you have foliage that's too far or too blurry to make out you can use a flat image of the foliage instead of a whole model