16 Blender Tips That Made Me Pro

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  • Опубліковано 15 тра 2024
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    00:00 Tip 01: Make Sun More Interesting
    00:34 Tip 02: Make HDRI More Interesting
    01:17 Tip 03: Light Path & Ray Visibility
    01:36 Tip 04: Color Temperature
    02:04 Tip 05: Use References
    02:25 Tip 06: Render Settings
    03:42 Tip 07: Simplify
    03:54 Tip 08: Instancing
    04:13 Tip 09: Lens Shift
    04:27 Tip 10: Composition Guides
    04:52 Tip 11: Area Lamps
    05:13 Tip 12: Area Lamp Shapes
    05:30 Tip 13: Spot Lamps
    05:47 Tip 14: Thin Glass Material
    06:36 Tip 15: Reflection IOR
    06:57 Tip 16: Single Texture Materials
    07:38 Bonus Tip 01: Clamp Settings
    07:59 Bonus Tip 02: Environment Reflections
    08:26 Bonus Tip 03: Nvidia Optix
    09:01 Bonus Tip 04: Multiple Importance Samples

КОМЕНТАРІ • 332

  • @Chocofur
    @Chocofur  Рік тому +46

    🐔 If you have any cool tips you'd like to share with others drop them here. Use this 🐔 icon when posting if you'd like me to include your tip in one of the future videos!

    • @mukondeleliratshilavhi5634
      @mukondeleliratshilavhi5634 Рік тому +5

      Bouns tip 06: every womderd if you have enough or too much light ? Use the fake colour feature on the filmic drop-down toggle in the samples pannle .. turn it on then your seance will be come a range of colours from blue to while ... Blue been to dark and white been too bright. Try to friend a good balance of green to yellow ..
      Remember to turn off the feature before you render

    • @mukondeleliratshilavhi5634
      @mukondeleliratshilavhi5634 Рік тому +1

      Bonus tip 07: switch from filmic to RTX . Why do it matter ? RTX is made by the same develop for filmic remember flimic gave us more realistic and vibrant colours now RTX gives us richer colour

    • @gottagowork
      @gottagowork Рік тому +2

      ​@@mukondeleliratshilavhi5634 "flimic gave us more realistic and vibrant colours"
      No it didn't. It gave us *less* vibrant colors. It sacrificed saturation in order to increase the variation across a larger dynamic range. More realistic? Sure, if you're old enough to remember how film emulsion reacted to exposure worked. It was a fast one-click solution compared to the tone mapping abilities we have in Blender, and a no brainer to use. So I could use it. I've worked with tone mapping before, but I could never get anything "more nice" out of Blenders builtin tools.
      As for tips, see own big post below. I didn't read this before I posted, so 😅

    • @RomboutVersluijs
      @RomboutVersluijs Рік тому

      @@mukondeleliratshilavhi5634 Filmic is a color grading setting, RTX is a GPU, dont see the connection between those.

    • @gavindownes2213
      @gavindownes2213 Рік тому +1

      Thanks for the great tips.
      I thought that rendering without tiles was faster... thats what i heard anyway.

  • @kaj4867
    @kaj4867 Рік тому +239

    Honestly this is probably the first "pro tips" video I've seen where the tips aren't all super basic. Really good video!

    • @brandonruffin7413
      @brandonruffin7413 Рік тому +4

      Yeah man, I'm genuinely impressed by this video as well. Really appreciate his workarounds and tips.

    • @ruk3d
      @ruk3d Рік тому +2

      Best pro tip that I've heard from "pro tips" videos was to delete the default cube 😄

    • @fordatreedee
      @fordatreedee Рік тому +1

      faxxx

  • @HandleBar3D
    @HandleBar3D Рік тому +164

    Using one image and separating the rgb is such a good way to add more details with less work and less data. I wish I would've thought of that earlier.

    • @Chocofur
      @Chocofur  Рік тому +8

      Thanks for your comment man and I'm glad you liked it!

    • @dimigaming6476
      @dimigaming6476 Рік тому +2

      Is there a tutorial for single texture materials, i don't think i understood from this video how to use it properly

    • @Chocofur
      @Chocofur  Рік тому +4

      @@dimigaming6476 yes, check the link in the video description

    • @danisonic
      @danisonic Рік тому

      @@Chocofur This tip is super great, and all of them. Thanks.

  • @PhyreProductions
    @PhyreProductions Рік тому +7

    This video was great!! I've watched many Blender tutorials even though I'm quite familiar with the program, and you are the only one to mention the double sun technique that's quite common professionally but rarely seen in tutorials, and I also learned quite a bit about render settings, great job!

  • @jeffg4686
    @jeffg4686 Рік тому +2

    This was really good. I especially like the tip about the thin glass shader, but all were great tips.

  • @gabrielmeilikhov6211
    @gabrielmeilikhov6211 Рік тому +35

    Wow. I've been blendering for a while but still discovered a ton of new information in this video. Thanks for sharing!

  • @nattyburmeister4918
    @nattyburmeister4918 Рік тому +1

    I literally refer to a different part of this video every day for blender work. I really appreciate you putting this together!!!

  • @hankypanky1nonly
    @hankypanky1nonly 11 місяців тому

    The clear glass tip is amazing! I've tried multiple techniques and none came out the way I wanted until this.
    Everything in here is useful.

  • @TomCowles
    @TomCowles Рік тому

    This just became my favourite Blender Tutorial/Top Tips. Really insightful!!

  • @fikealox
    @fikealox Рік тому +1

    This is one of the best tips videos I've ever seen. Absolutely amazing.

  • @myztazynizta
    @myztazynizta Рік тому +20

    I've seen dozens of "architectural glass" shaders over the years and nobody ever truly explains exactly what is going on and what makes one better than the other. I prefer the ones that do everything via the light path node so I don't have to remember to go into every glass object and and uncheck ray visibility options.

  • @ElenaOcchioni80
    @ElenaOcchioni80 Рік тому +1

    Precious as always. Thanks for sharing your work and your secrets! Your works are always wonderful!

  • @drukcg
    @drukcg Рік тому +8

    Chocofur is the most under-rated veteran blender pros on UA-cam. Learnt a lot from you sir 🙌

    • @Chocofur
      @Chocofur  Рік тому +2

      Thanks ma, I really appreciate the comment!

    • @drukcg
      @drukcg Рік тому

      @@Chocofur i really appreciate your contents sir 🙌 , most people don't realize your invaluable tips and tricks

    • @ghazi1832
      @ghazi1832 11 місяців тому +1

      Subscribed him cuz this, "he's Pro"

  • @pondot1874
    @pondot1874 2 місяці тому

    never seen this glass setting. I love it, thank you!

  • @giovannimontagnana6262
    @giovannimontagnana6262 Місяць тому

    man you have no idea how good are these tips. The one for the glass is amazing

  • @gottagowork
    @gottagowork Рік тому +44

    Some comments:
    1) If you make the sun have a bigger angular diameter, this is something that only happens through clouds or mist, so also reduce the sun power. If the idea is to make the sun more interesting, I suggest adding something in front of it to cast shadows into the scene; trees, street lights, curtains, and so on.
    2) Using sun lamps instead of Nishita sun, you can separate sun & sky into different Light Groups. I also separate interior lights of different purposes into different light groups. Downside is you have to tweak the values and color for the sun lamps to match sun from Nishita Sun & Sky. This allows far greater flexibility in post compared to having to re-render.
    3) I have no idea why anyone would desaturate Nishita Sun & Sky, these two components have vastly different tonalities you want to keep, especially that warm low sun and/or very blue overcast (if white balanced for an indoor shot).
    4) Don't say "use 3600K lights", it's better to lookup the luminaire and what practices are used in the region. Here typical indoor "warm lighting" starts at 2700K which is a bit on the warm side compared to other places, up to 3000K. 2500K also exist but are typically found to be too warm. Used in bedrooms and living rooms. 3000K-3400K (kitchens) for more balanced warmth, and 3600K-4000K (kitchens, bathrooms) for more "neutral" colors, even if those temperatures are still warmer than actual neutral (daylight) of around 5500K-6500K. Upper limit should be 4000K-5000K, and have limited use like garages. I'm even staying away from daylight balanced lights in offices (which is what I do); they may be "more realistic" but I prefer "more pleasing". Yes, 2700K will obviously tint the image "horrifically", that's why you should render out a "white patch", measure its color, and put the RGB values into CM curves RGB white point. Or in post, but I prefer seeing the result directly in preview. I'll use a slightly desaturated version as I prefer to keep some warmth in there. This will neutralize this "horrific" color cast from the light, but at the same time shift the outside Nishita Sun & Sky more towards cooler tones. There is nothing "wrong" with choosing to neutralize all color cast. It may absolutely be what you're going for, and you may think it improves the image quality. But it has nothing to do with "realism". This sterile look in interior renderings is just something I'm not a big fan of personally. I definitely prefer warm and inviting colors possibly in combination with blue hour exterior to really contrast those colors. But hey, I have a photographer background, so I have my biases for sure 😄
    5) Use lens shift where appropriate. But also don't overdo it. Looking down from 2nd floor or even higher to the 1st floor will look super wacky relying on lens shift. If the tilt gets extreme, it's better to rely on actual tilt than lens shift. For top down views, don't forget you can get away with some horizontal lens shift too - to avoid that pesky wall showing up in contour only.
    6) On area lamp shapes. Be aware of what the spread function do; it reduces to zero rather than some customizeable level, which means at some angle it will fade to black. It may be better to use two lamps and instance those around as a collection; one strong and focused one and another weaker but unfocused, and/or in combination with strength controls for camera/single glossy rays to control aliasing stepping. Unless barn doors are used, the strong translucent surface will be visible from "anywhere" even if the light is focused. I'm really not a fan on how spread is implemented in Blender, or how easily sampled tube lights are still missing. But hey, at least there's been some progress, so...
    7) For "thin glass", approach is good enough, although I use power 5 add 0.05 which is remarkably close to fresnel 1.55. The important part here is to *not* use fresnel unless you know how to deal with backfacing IORs. What should be mentioned is *where* to use thin glass. For windows I typically use just a big plane in the wall I cover up with window frames and call it a day. There are cases when you *do* want solid glass panes, and I sometimes use them on office divisors (if I can see the edge somewhere - typically on the doors) and always on glass railings (where I can always see the edge). If you *need* refraction roughness on "thin glass", you can use refraction instead of transparency using geometry/incoming as the normal. This will make the glass opaque though, so you'll need to add the fake fresnel shadow trick separately. If more realistic glass is needed, use the glass shader instead or a manually setup glass, and use path guiding to help the shadows instead of relying on tricks. Faking it is something I do pretty much all the time, but it's good advice to be aware of the limitations. Your problem with fresnel comes from not using 1/IOR and IOR using geometry/backfacing to switch between them. But yeah, faking it using layer weight -> curve/power add makes no visual difference, and no customer would ever comment on it. But faking it on solid geometry isn't always that easy, especially if you can see the edge. Glass panes are in real life never 100% aligned to each other. So I often assign some random color per pane (i.e. using snapped collapsed UV) and run it through a very weak normal map set to object space. I do the same to floor tiles and wooden floor boards etc.
    8) Separate RGB. Actually I use heaps of derivatives; Separate RGB/R,G,B, Separate HSV/H,S,V, and Separate HSL/S,L (Hue is same as in HSV, S and L are different). Then also Log HSV(SV), Log HSV(VS), Log HSL(SL), and Log HSL(LS). Depending on contained range, the Logs will have to be normalized to new usable ranges, or even scrapped. So I use similar techniques A LOT. However, this has nothing to do with reality, at all, even if it's very convenient and memory effective. Nothing suggests the quality of polish (roughness) or bump/normals or specular levels are related to the materials albedo value. They may provide adequate and interesting variation doing magic to the output compared to not using them, but are completely unrealistic in most cases.
    9) For clamping, I always deactivate this by setting them both to 0, at least initially. Denoiser can handle fireflies much better now. If fireflies can't be handled by tweaking something else that might be out of whack, then I might start fiddling around with clamping.
    10) Well I render on CPU professionally (office spaces, so not to the same level of quality required), so no optix for me 😄

    • @RomboutVersluijs
      @RomboutVersluijs Рік тому

      There is actually a thin glass shader in the works. At the last Bcon, it was shown. that they are actually working on such shader. Really hope it finally gets implemented so we dont need to do all that manual work of unchecking rays visibility and what not

    • @RomboutVersluijs
      @RomboutVersluijs Рік тому +1

      Here is a link to that video and the "thin sheet mode"
      ua-cam.com/video/DQeP363Xmn4/v-deo.html

    • @gottagowork
      @gottagowork Рік тому +2

      ​@@RomboutVersluijs I only briefly tried the new Principled, but the GTR distribution used in the clearcoat lobe is still too buggy to have any use. Sheen looks much improved, but I don't think I was able to get it to react to normals, so having it perform any nap direction simulation was still impossible (and the hack I'm using remains problematic). When I tried it most of those new things mentioned in the video wasn't in yet. Tried it when the video came out, haven't touched Principled v2 since.

    • @RomboutVersluijs
      @RomboutVersluijs Рік тому +1

      @@gottagowork What is this GTR distribution you talk about?

    • @gottagowork
      @gottagowork Рік тому +2

      ​@@RomboutVersluijs GTR means Generalized Trowbridge & Reitz. It can allow for a specified tail parameter (gamma), and when this parameter is 2 it equals GGX. Topcoat uses GTR with a gamma hardcoded to 1 iirc, for a wider tail, but the implementation doesn't allow topcoat roughness to be properly controlled. It breaks between 0.017 and 0.018, meaning if you have a dark roughness map going all the way to full black, you always have to add 0.018 to the value to be on the safe side.
      To test this bug, make a sphere and camera and place the sphere center of screen. Make the material dielectric black with no specular and set its topcoat to 1 and have it reflect some HDRI. Texture coordinates.Window and separate Y. Remap y from [0.49, 0.51] to [0.017, 0.018] and use that to drive topcoat roughness. Render out and you should see a sharp separation mid screen from a fully sharp reflection to a 0.018 rough reflection. If you change it out from topcoat to specular and drive regular roughness, this doesn't happen.

  • @neXib
    @neXib Рік тому

    These tips are amazing, nice small tricks that improve and remove a lot of that dead computer image issue.

  • @KennyPhases
    @KennyPhases Рік тому

    This is amazing! Thanks for this!

  • @aurelienthms
    @aurelienthms Рік тому

    Wow, phenomenal video, the ammount of information is insane, all useful !

  • @UHStudio
    @UHStudio Рік тому

    Solid tips Lech!!!! Keep them coming! And loving the shot match @ 3:01 👍

  • @bn3d128
    @bn3d128 Рік тому

    Love this tips, Thanks for sharing

  • @sleepdeep305
    @sleepdeep305 9 місяців тому +1

    This video is a fricken gem. I thought about using color channels like that before, but I had no idea it could work so well! Bonus is that you can use it on any material, no extra maps needed if you don't have them.

  • @SF-bg4vy
    @SF-bg4vy Рік тому

    Nine minutes and so much valuable information! 👍👍👍

  • @kseba331
    @kseba331 Рік тому

    OMG, thanks a million! Great tips! I'm a newbie, but already understand your tips, good job!

  • @FilippoRomeoMEZZOTINT
    @FilippoRomeoMEZZOTINT Рік тому +5

    simplify was my favorite. I searched for longer a method to decrease my 4k textures automatically in my test renders. Really a lot of helpful informations. Thanks for your efforts.

    • @Chocofur
      @Chocofur  Рік тому +1

      Thanks for your comment, I'm glad it helped!

  • @Maarten-Nauta
    @Maarten-Nauta Рік тому

    Absolutely goldmine of info. Thanks bro!

    • @Chocofur
      @Chocofur  Рік тому

      Thanks for your comment, happy to hear :-)

  • @combusken4043
    @combusken4043 Рік тому

    Found my new favorite archviz channel. Thank you!

  • @UCvaqGaRp1Vhra2k2UIu_D8Q
    @UCvaqGaRp1Vhra2k2UIu_D8Q Рік тому

    Glass material was so helpful ! Thank you

  • @buda3d2007
    @buda3d2007 8 місяців тому

    Blew my mind with the color channel fits all setup, great stuff!!!

  • @katiemcleod
    @katiemcleod 11 місяців тому

    I've been doing 3D for a long time, and lighting is generally one of my stronger skills, but even I didn't think of tip # 11! That is brilliant and earned you a new subscriber!

  • @jorgedohms1400
    @jorgedohms1400 Рік тому +2

    Didn`t got pro in 9 minutes, but what I learned here got me out from newbie looking renders. Thank you so much!

  • @3dvfxprofessor
    @3dvfxprofessor Рік тому +5

    Thanks for sharing your knowledge. Have you ever used IES lights? We are using hundreds of spotlights for a retail interior scene and they make a huge difference.

  • @naidenhadjiev922
    @naidenhadjiev922 Рік тому

    Pure gold, I never knew these tricks

  • @squidgemcnut
    @squidgemcnut Рік тому

    Absolute gold, thank you for this

  • @ACEMusics
    @ACEMusics Рік тому

    Man, this made my day. I thought I knew my way around in blender but this video made me repeatedly shake my head in amazement and disbelieve. thanks.

    • @Chocofur
      @Chocofur  Рік тому

      Glad I could help! 😇

  • @KallieExperiments
    @KallieExperiments 11 місяців тому

    These are really great tips. Thank you so much!

  • @Kinetiphos
    @Kinetiphos Рік тому

    thank you for being so detailed and including so much in this video you are a real g

  • @hcorneliusson2424
    @hcorneliusson2424 Рік тому +1

    Hands down the best tips ever! Thank you🎈

  • @avatarxs9377
    @avatarxs9377 10 днів тому

    all of these are insanely helpful

  • @Sandor3D
    @Sandor3D Рік тому

    This video what way better than I expected very usefull tips and actually new things I havent seen before thank you so much for sharing>

  • @RadarLeon
    @RadarLeon 10 місяців тому

    Fantastic video, helped me understand what I can acctually do instead of poking around in the dark

  • @MiraLavandier
    @MiraLavandier 5 місяців тому

    Thank you awesome tips

  • @friendlyreptilian3767
    @friendlyreptilian3767 Рік тому

    wow this is pure gold, thanks for sharing

  • @NathanielJamesProd
    @NathanielJamesProd Рік тому

    Wow, this was actually really helpful. Thanks!

  • @user-mv7bh7fd5o
    @user-mv7bh7fd5o Рік тому

    I didn't know about the composition guides in Blender. Now I know. Thank you :)

  • @one_ak
    @one_ak Рік тому

    The color settings look good!

  • @murattarlan
    @murattarlan Рік тому

    Muhteşem edit .. muhteşem+++ Emeklerine sağlık. Çok teşekkürler.

  • @myztazynizta
    @myztazynizta Рік тому +19

    The general consensus on the forums and blender chat is to not use tiling anymore since cyclesX. Thoughts?
    It also looks like in a few months it will be widely suggested that you should not use clamping any more. Many light sampling (light tree) gives much less noisy renders and when Path Guiding gets glossy ray support and is ported to GPU it should drastically improve renders without any clamping or or filter glossy.

    • @Undy1
      @Undy1 Рік тому +3

      From my own testing using tiling on GPU is pretty much always slower - the smaller the tile size the slower the rendering and using noise threshold causes further and sometimes significant slowdown when used with tiling.
      Without noise threshold:
      No tiling: 1min 27s
      400 tile size: 1min 28s
      200 tile size: 1min 33s
      With 0.005 noise threshold enabled:
      No tiling: 1 min 22s
      400 tile size: 1 min 38s
      200 tile size: 2 min 00s
      Tiling used to be important in previous version of Cycles, but it's not anymore since CyclesX.

    • @RomboutVersluijs
      @RomboutVersluijs Рік тому +1

      @@Undy1 Smaller tile-size favors CPU rendering, then we have the mode where we can use both CPU and GPU, but i find that not very handy. Most times the gpu tiles will render almost the complete image, but we then are waiting for the CPU tiles to catch up. I wish it would adjust the size of the GPU tiles near the end. Then it could be useful.

    • @iceseic
      @iceseic Рік тому

      I believe light scene with 1-5 mins render benefit more with no tiles. however if its 20+ mins render, tiling prevents the gpu from throttling for using full power that causing drawback (more than it can swallow) and allowing it to tackle the scene in more efficient rate at the same time

    • @RomboutVersluijs
      @RomboutVersluijs Рік тому

      @@iceseic Thats is for single renders, if yiu render an animation and you still render 1-5min frames. After a couple frames it would still throttle since temps are to high.
      I think using tiles vs not using, is when you dont use them and render a single frame. You can stop it if you think it reached a noise free image. With tiles you cant do that since the image is not fully rendered yet

  • @ahmedalajeeli9240
    @ahmedalajeeli9240 Рік тому +1

    Thank you is not enough for these tips, but I really appreciate the information you provided in this video. Thank you again!

    • @Chocofur
      @Chocofur  Рік тому +1

      Glad it was helpful! cheers!

  • @rhomis
    @rhomis Рік тому

    Wow! Thanks for the tips. Especially for the flat glass, because doing thin clear plastic for packaging products was a challenge before.
    All those tips are great in fact. I just learned about OPTIX because I got an NVIDIA RTX card that supports it.

  • @fullyleaded
    @fullyleaded Рік тому

    REALLY GOOD VIDEO! Fantastic content in general. Thank you.

    • @Chocofur
      @Chocofur  Рік тому

      thank you, really happy to hear!

  • @ozdmr07
    @ozdmr07 Місяць тому

    Great work and perfect notes. I have been looking for this details ... Found something sometime ago but not that much sufficient. Thank very much ...

  • @paymansalehishafa6884
    @paymansalehishafa6884 Рік тому

    Amazing tips. Thank you.

  • @luiznascimento224
    @luiznascimento224 Рік тому +15

    Very good!! , It would be cool if you made an interior scene using these resources in a series of 16 short videos , but covering each topic in this one , that would be fantastic

    • @Chocofur
      @Chocofur  Рік тому +2

      Cool idea, not sure I'll be able to pull it on UA-cam but we'll see!

  • @jadnas
    @jadnas Рік тому

    Thank you for these amazing tips!

    • @Chocofur
      @Chocofur  Рік тому

      Glad you like them! 🐔 Thanks!

  • @flavio8430
    @flavio8430 Рік тому

    Great tips -- thanks for sharing!

  • @igorzkoppt
    @igorzkoppt Рік тому

    Mind blown.... Many thanks!!

  • @Mrflippyfloop
    @Mrflippyfloop Рік тому

    Wow! This is gold.

  • @denislaubert988
    @denislaubert988 Рік тому

    mindblow! Thank you buddy

  • @mipe7755
    @mipe7755 Рік тому

    Wow, these are some extreme tips!

  • @Dr.Lockdown
    @Dr.Lockdown Рік тому

    These tips are top notch 👍

  • @baton5
    @baton5 Рік тому

    these tips are FIRE

  • @oic165
    @oic165 Рік тому

    Awesome tips man, thank you!

  • @marcobelletz4734
    @marcobelletz4734 Рік тому +5

    Dude, this is by far the MOST USEFUL Blender tips video I'v ever seen! Thank you so much for sharing your knowledge!

  • @SwissplWatches
    @SwissplWatches Рік тому

    fantastic video!! thank you!

  • @maxwellshoroye9247
    @maxwellshoroye9247 Рік тому +1

    Wow these are PRO tips! First time I had to slow down a blender tutorial and pay full attention & I normally have to watch tutorials at 1.5x speed to get through unhelpful chit-chat

  • @AtrusDesign
    @AtrusDesign 3 місяці тому

    Very useful tips. Thanks.

  • @jamesc5801
    @jamesc5801 9 місяців тому

    Yeah that glass shader is such a good solution. Bravo. Thanks

  • @zedfirenze
    @zedfirenze 10 місяців тому

    You bringing up optix just saved me so much time. Thanks!

  • @cgimadesimple
    @cgimadesimple Рік тому

    Great tips!

  • @kocurel
    @kocurel Рік тому

    Very cool one! Been using blender for years, but some tips were more than useful

  • @Sandra-hc4vo
    @Sandra-hc4vo Рік тому

    These are really good tips!

  • @notimportant8310
    @notimportant8310 Рік тому

    really good tips man, ty very much : )

  • @EROSNERdesign
    @EROSNERdesign Рік тому

    Great stuff, thanks!

  • @erraticspace
    @erraticspace Рік тому

    I'm only 2 in and both were top tips and worth a comment. Top man!

  • @richochet
    @richochet Рік тому +1

    Brilliant! Do you have or can you do please a series on shader basics, all the (key) shaders?

    • @Chocofur
      @Chocofur  Рік тому

      You can search my channel for more videos on materials, but I'll think about it!

  • @mroovek3778
    @mroovek3778 Рік тому

    Very helpful video . Thanks for you work

  • @Bart10152
    @Bart10152 Рік тому

    Sztos pro tips! Pozdro z Białegostoku!

  • @sotal6009
    @sotal6009 Рік тому

    👍 👌 thanks for this valuable tips

  • @NovaldiSujarwo
    @NovaldiSujarwo 10 місяців тому

    amazing tips, thank you!

  • @eliasramos3378
    @eliasramos3378 11 місяців тому

    Pure gold!

  • @8_1_1
    @8_1_1 Рік тому +1

    Careful if you use tiling with OptiX. I haven an rtx graphics card and I use cycles X with OptiX enabled, if I leave "tiling" on there's a chance that, if the scene is too heavy the render will run out of vram and stop rendering out of nowhere. Also tiling is slower than no tiling if you use OptiX. Keep this in mind for animations.
    Amazing tips btw. The double sun one was golden!

  • @user-jo7ip8tg5m
    @user-jo7ip8tg5m Місяць тому

    OMG!!! Thx you! interesting and experience information!

  • @mescekchoppers1
    @mescekchoppers1 Рік тому

    So impressive tips! thnks alot

  • @GaryParris
    @GaryParris Рік тому

    Excellent :O) love your work

    • @Chocofur
      @Chocofur  Рік тому

      Thank you so much 😀

  • @ramdogproductions
    @ramdogproductions Рік тому

    Great tips!! Excited to implement them ;-)

    • @Chocofur
      @Chocofur  Рік тому +1

      Fantastic! thank you 😇

  • @heveycreations4197
    @heveycreations4197 Рік тому

    Very nice tips, thanks !

  • @kosta5769
    @kosta5769 Рік тому

    Great video, helped a lot.

  • @bclaus0
    @bclaus0 Рік тому +52

    4:00 be very careful here, alt-d DOES NOT give you an instance, it gives you a linked duplicate. It is still a unique object, but one that reuses (links) the mesh of the original object. True instancing is way faster than linked duplicates and is also possible in Blender with a couple of easy methods, but you don't achieve it with alt-d.

    • @Chocofur
      @Chocofur  Рік тому +19

      the main point was it saves memory (and makes file sizes smaller)

    • @redratpetrax
      @redratpetrax Рік тому +1

      Geo Nodes Instances on points,:)

    • @mrlightwriter
      @mrlightwriter Рік тому +1

      How can we have true instances in Blender, then?

    • @bclaus0
      @bclaus0 Рік тому +9

      @@mrlightwriter I only know of two ways: Using geometry nodes or using the instancing panel under Object Properties, which instances child objects on verts or faces.

    • @mrlightwriter
      @mrlightwriter Рік тому

      @@bclaus0 Thanks for the info!

  • @user-so9tm1cg5i
    @user-so9tm1cg5i Рік тому +2

    The best blender channel for beginners like me 🎉

    • @Chocofur
      @Chocofur  Рік тому +1

      best comment as always my fren

  • @Ab_obla
    @Ab_obla Рік тому +1

    Wow, this was what I needed

  • @ahaucanjv
    @ahaucanjv Місяць тому

    Really PRO tips!!

  • @BenTheMagnifice
    @BenTheMagnifice Рік тому

    Wow, great video!

  • @jacknifepl
    @jacknifepl Рік тому +1

    Siema Leszek, świetny kanał i tutoriale :)

    • @Chocofur
      @Chocofur  Рік тому +1

      yo Kuba thank you kind sir!

  • @WolfMediaProductions
    @WolfMediaProductions Рік тому

    amazing, thanks man :)

  • @GPEART1
    @GPEART1 Рік тому

    Wow, mind blown!

  • @This_is_my_spout
    @This_is_my_spout 17 днів тому

    Yo that optix bonus tip made my preview rendering at least twice as fast, probably like 4 times faster. Gamechanger for a beginner!

  • @abatzdesignaz
    @abatzdesignaz Рік тому

    Very helpful 👌

  • @CGIMati
    @CGIMati Рік тому

    Great!

  • @pablog.511
    @pablog.511 3 місяці тому

    I will like to see your recomendations in rendering, Im dealing so much with temporal denoising in my indoors designs, which makes my videos having a fliker effect.