Dude, what have you done to my computer? Normally it was taken 42 minutes to render, bcs of you it rendered in 20 seconds. I owe you. God Bless you man!
same but i have a rtx 3060 i want a rtx 40xx gpu sometime not cuz its faster but i just want nvenc avi and hopefuly blender adds nvenc support in the future oh also i almost never use solid viewport i always use render until the scene gets too complex and laggy
@@akashnikalje6553 3060 is good enough according to budget ⚡ it has 12gb vram that makes it unbeatable at this price go for it , 4060 has it's own supremacy but not in the case of vram so go for 3060 if you make big scenes ✨
No click bait in this video, this really help speed up my renders especially when you're just trying things out and don't need the best quality ever , renders are much faster. you gain a subscriber
Really nice edited video! Here are some thoughts i had: -Blender has a built in addon that you can activate that auto determines the perfect tile size -The pixel size (or filter) also works as a quick anti-aliasing afaik so dont just crank that down to get higher detail -The higher noise threshold is good for scenes with large smooth faces. In scenes where there is detail and you want to see stuff like grime or fingerprints those will get smudged into a blob too For anyone starting out or never have looked into optimizing your render speeds id recommend to get a sample project and try to change all the stuff people on the internet tell you works. Try all possible combinations. Then try to understand why what changed, had how much of an impact. For example, you have a scene with a lot of glass but the focus is imagery in the back and reflections of the glass. You can disable light refracting which will save a ton of render time. But if you want a realistic "light casting through Waves" effect youll need the refracting. Understanding stuff like that will enable you to optimize Blender for every scene you could ever do. And dont be scared to fuck shit up. Thats what you have the template for :)
@@CriispyWaffle First comment got deleted for the link. Basically beginning with blender 3.0 it got removed since CyclesX made it obsolete. You should still be able to use the Tile Size manually if you encounter low memory (not sure if they meant vram or ram). So either you use blender pre 3.0 (which I wouldn't recommend) or you test around with the Tile size manually if memory is a problem for you
@@CriispyWaffle that's the average blender experience ngl. Look up a fiew vids on optimizing and try stuff out. Will make you understand what actually does what
only did a little over half the steps and saw a GREAT result, still kept the good quality of my render and turned it from 12 minutes render time to only 2! thanks!
I've been learning 3D graphics with Blender, and finally tried to use its video editor to combine a ton of old video clips that I had in my PC. Thank you for showing the most important tips that you learned; I'm going to give them a try as I go along. (I see you also learned to include CATS in your videos! Good idea!)
Noise treshold is REALLY important and in dark scenes going above 0.02 will result in shitty image. I'm now rendering scene on 512 samples 4k and with 0.01 Noise treshold and scene doesn't seem so diferent then one on 4096 samples but some of your tips are useful. Great video!
@@BadgersStudio Okay, you used language like "You have to" LOL but great video I've been using blender for 4 years and I had no idea about some options 😅
Persistent data can cause adaptive subdivision microdisplacement not to update between frames, so it's one I'd be aware of. I'm very skeptical about reducing pixel filter. Can get nasty. Remember that sharpness and details is lost to denoiser as well. I recommend rendering with less samples but at double the resolution (4 times longer), then input and output sharpen in post.
Excellent Tips Man. Especially for fast moving animations if any quality is lost. Just done 2 renders. 1m15s and cut it down to 40s with no observable loss in quality.....A Big Thank You. Wish I found this a few days ago. Took me about 16hrs to render an animation. (In chunks luckily)
Feedback: - Persistent Data can cause weird issues in some scenes and increases vRAM use. Best to try rendering a few frames with it on and off during final render to see if your scene benefits from it. - Tile size exists to save memory if I remember correctly. In some cases the cpu can benefit from very small tile sizes, I'm not sure if this is because it lets the CPU use a smaller CPU memory cache instead of system memory, someone may know more. On GPU however, you should use a larger tile size such as 1024px or 2048px unless your card has low vRAM. User tests on forums generally indicate that the smaller size tiles will actually slow down GPU renders, although if your having trouble with the larger tiles, 512 is still valid. TLDR, start large on GPU and only reduce if it is helping, otherwise keep large if you have the vRAM. Increasing it past 1-2k has diminishing returns on most GPUs. - Pixel Filter (Pixel Size) is used to prevent harsh aliasing in renders. The optimal setting may vary from scene to scene, but between 1 and 1.5 is a good range. Rendering at twice your target resolution to downscale after will probably get you a better looking result than messing with the pixel filter. Agreed on light tree, it increases render time and memory usage greatly in some scenes and can actually add noise. Leave it off by default and try enabling it for final render to see if it helps or hinders your specific scene. It can be useful when there are many mesh lights.
Tile size was what was killing me. i crushed the samples and bounces so hard so that i could get stuff out faster, for proofing, but it was still taking 10 minutes for some stuff. thanks.
Amazing video still can't believe it! It was rendering 1 sample per sample but now goes much faster thanks to light tree off and tile size! Both are underrated! I am a bit scared for my gpu memory and stuff though specially with the persistant data on it warned that gpu memory is used a lot.
Really well made video and helpful for those of us with a less powerful machine. But a couple of considerations, you can go even lower with pixel width setting (to a minimum of 0.01 if I'm not mistaken) for a really crisp image, but be aware that changing it around may increase the amount of aliasing in your image, especially depending if you're working with a small resolution. My personal feeling is that it acts almost as a Temporal AntiAliasing seen in games nowadays (TAA), which you can look up and see comparisons of it on and off, the lower the pixel width, the more definition, with the cost of more aliasing. Another one, and this is a helpful one, you can actually increase image resolution WHILE rendering with almost the same performance. Say you set your render to 4K with a resolution scale of 100% and 4096 samples (just an example, it doesn't need to be this demanding). You can set the resolution percentage to 200% and then divide your sample count by 4. So I'd render at 4k, with 200% image resolution, but with 1024 samples this time. The reduced sample count makes up for the performance cost of rendering at a higher resolution. You can re-scale it afterwards within Blender itself through the compositor, image editor or even with MS Paint. Also also, I'd advise against going too high with the noise threshold, it may make you image look like an oil painting sometimes as the denoiser tries its best to average the sparse sample count for each pixel. Usually I'll set the number of samples, then set at least a min value of samples correspondent to 1/4 of the max samples, so 100 max samples, 25 min samples and so on.
@@BadgersStudio Honestly, the quality made me think it was uploaded by an account with a huge following, so I was surprised! The video just popped up in my recommendations :)
This is really helpful tutorial, thanks. Is one more thing that will speed up the overall work in the blender and can affect the rendering speed. If you have a lot of RAM memory on your pc, click: Edit->Preferences->system (scrol down)-> Video Sequencer and you will see Memory Cache Limit. Set on 8 thousand or if you have many RAM, set 10 or 12 thousand. I have 12 thousand, when I have havy animatioin or I work in vfx, 12 thousand speeds up worki in blender.
Excelent Tips! and cute cats! Thanks for all the tips, works very well! and the cats deserves de aaww! By the way, one tip that help me to make renders quicker is turn it off the Denoise in teh Sampling panel and insted use a Denoise node in the Composite panel. Thanks for sharing!
Great video thanks. Personally I just use the Turbo Tools addon, it's Turbo Render feature is like black magic for speeding up rendering and removing flicker from animations. I'll definitely try some of these tips in combination with that though!
I render to 1440x2560, QHD gives more details than FHD but it's more time efficient than rendering 4K. With a little adjustments in Photoshop renders turn out nice
Yes, this works if you render a model. But if you have larger spaces, like rooms, street scenes, forests, and similar, it significantly reduces the image quality. But these are completely good tips.
Given that your graphics card is from the GTX era, you may find that CUDA is faster than OPTIX in many circumstances. I had a renderfarm of 1070's and in most cases they were slower with OPTIX than CUDA. The only time I'd prefer OPTIX is if I was including my workstations in the render farm as they have RTX cards and I needed the consistency, there are slight differences between a render result between the two modes. I've since upgraded my farm to 3060's and Optix is much faster by comparison. If you're rendering a one off image, increasing the noise threshold and using denoising it a great way to save time, but rendering an animation with those settings will result in a very temporally unstable video that almost looks like an what I would liken to an animated watercolour painting.
Thanks, I was getting into animation but with an AMD GPU, 7 seconds at 30fps took me 10 hours to render in cycles, 300 samples, 1080p. From 5 minutes for a frame I went down to 50 seconds a frame at 2k res (it's like 30 seconds for 1080p) and I no longer have to use the shitty EEVEE next they have in 4.2 that takes a lot of effort to make it look almost good as cycles. Now EEVEE takes longer for me to render at a lower resolution (~50 seconds vs 80 seconds) XD!!!
Setting the noise threshold to 1 works best. Why? who knows. I find CPU vs GPU only makes a few seconds difference. A cheap way to halve render times, I built a PC using two salvaged Intel Xeon E5-2697 CPUs (from Ebay) and a ZX-DU99D4 motherboard (from Ebay) and some scavenged parts (inc a 1080Ti) for about £130 (expert knowledge required). Render times are about half using a 4060. Spatial Splits settings in Performance can make a big difference.
No that's a little misleading. It doesn't just "work the best". I mean sure for simple one product image (like shown in the video) the difference is hard to tell. But on a complex scene with lots of texture maps, lights you can ABSOLUTELY tell the difference. The image is fuzzy-ish because denoiser has to work extra hard to clean the image and guess the details. Increasing the resolution does help a little but ofc that costs extra time.
@@firstnamelastname061 It's probably not wise to treat a threshold of 1 as a one size fits all, but he's not actually entirely wrong about it's utility for rendering. For some reason, Cycles is at its worst around the 0.1 mark. You'll get the worst smearing and loss of detail from denoising anywhere from 0.08 to 0.3. At either extreme, weirdly though, this doesn't really happen. Like, sure, at a value of 1, you'll lose more detail than at 0.01 or lower, but the image doesn't liquefy the way it often does at the 0.1 mark. So, at least for me, I've found that a threshold of 1 combined with 2k or higher resolution, plus multipass denoising in the compositor, gives me the fastest and best results.
Im pretty sure turning it up to 1 is basically like the old Adaptive Sampling feature, especially considering Noise threshold in itself uses adaptive sampling.
Sampling and noise threshold depends one what your animating. For me 30-100 samples isn’t even close. I need about 1000 plus denoising for it to look decent. I just have very detailed models so I need more samples.
@@BadgersStudio there is resolution and pixel density. I assume the 1.5 pixel size is essentially creating less pixels to fill up the determined resolution, and then upscaling them to the final output, that's why its slightly blurry.
so if it's 1.5X pixel size, its essentially creating enough pixels for an image that is 75% of the final output, than upscaling them, hence the lack of quality.
Most of this helped me to speed up my renders. However, as soon as I enabled my graphics card in the Cycles Render Devices in the System settings, both my renders and render view in the viewport would not work, as I received a message saying 'Texture exceeds maximum allowed size' followed by some dimensions. I've found a few pages that says how to overcome this, however I'm having no luck at all. I've had to change the setting so the GPU is switched off and using the CPU only for the renders to work. Is anyone able to advise? It’s still a huge improvement from 30 mins per frame to 4 mins per frame though.
I'm here for the cats
Me too 😻
😂
came for the blender tutorial i will never use because i will never have the free time to actually use blender, watched it a second time for the cats
lol
😂 me too
I went from 13 min to 12 sec per frame. You're a hero!
Dude, what have you done to my computer? Normally it was taken 42 minutes to render, bcs of you it rendered in 20 seconds. I owe you. God Bless you man!
Did these tips with my 4090gpu and now my scenes render before I even start modeling them. :)
same but i have a rtx 3060 i want a rtx 40xx gpu sometime not cuz its faster but i just want nvenc avi and hopefuly blender adds nvenc support in the future oh also i almost never use solid viewport i always use render until the scene gets too complex and laggy
@@Monkeymario. I have also a 3060 I'm suffering from pixel tearing in blender do u know how to achieve lossless highest quality?
@Monkeymario. I want to build pc but confused which gpu should I buy 3060 12 gb or 4060 8gb (will it be enough) or higher?
I have a 3050 💀
@@akashnikalje6553 3060 is good enough according to budget ⚡ it has 12gb vram that makes it unbeatable at this price go for it , 4060 has it's own supremacy but not in the case of vram so go for 3060 if you make big scenes ✨
tile size and persistent data is just what i needed. thankyou sir🔥
ive been using blender for over two years and this has helped me a lot
its not really as helpful for me cuz i usualy render at 720 or 1080p cuz high res is not useful to me
@@Monkeymario. yea i now noticed that tile size didnt rlly do much for me either but persistent data most definitely helped
No click bait in this video, this really help speed up my renders especially when you're just trying things out and don't need the best quality ever , renders are much faster. you gain a subscriber
Really nice edited video! Here are some thoughts i had:
-Blender has a built in addon that you can activate that auto determines the perfect tile size
-The pixel size (or filter) also works as a quick anti-aliasing afaik so dont just crank that down to get higher detail
-The higher noise threshold is good for scenes with large smooth faces. In scenes where there is detail and you want to see stuff like grime or fingerprints those will get smudged into a blob too
For anyone starting out or never have looked into optimizing your render speeds id recommend to get a sample project and try to change all the stuff people on the internet tell you works. Try all possible combinations. Then try to understand why what changed, had how much of an impact. For example, you have a scene with a lot of glass but the focus is imagery in the back and reflections of the glass. You can disable light refracting which will save a ton of render time. But if you want a realistic "light casting through Waves" effect youll need the refracting. Understanding stuff like that will enable you to optimize Blender for every scene you could ever do.
And dont be scared to fuck shit up. Thats what you have the template for :)
Heyyy i was wondering if you could tell me where to find the built in addon to auto determine tile size??
@@CriispyWaffle
First comment got deleted for the link.
Basically beginning with blender 3.0 it got removed since CyclesX made it obsolete. You should still be able to use the Tile Size manually if you encounter low memory (not sure if they meant vram or ram). So either you use blender pre 3.0 (which I wouldn't recommend) or you test around with the Tile size manually if memory is a problem for you
@@corex1464 oh alrightyyyy thank you so muchhh. I guess this next part is just gonna be me and some trial and error then 😭😔
@@CriispyWaffle that's the average blender experience ngl. Look up a fiew vids on optimizing and try stuff out. Will make you understand what actually does what
only did a little over half the steps and saw a GREAT result, still kept the good quality of my render and turned it from 12 minutes render time to only 2! thanks!
The best of these videos i went from a 24 DAY animation render time to 6 hours with a 3060, Saved my ass. The Goat
You just gained a suscriber bro!
My render passed from 8 min to 40 seconds with my RTX4060.
Thank you!!!!
Thanks, man! You helped me a lot. My project used to take 50 minutes for one frame, but now it only takes 10 minutes.
Mine went from 24 minutes to 12 seconds🤯
This video is so helpful! Much better than all the random articles on the internet.
I SERIOUSLY NEEDED THIS VIDEO THANK YOU SO MUCH!!!!
you are amazing, it went from 8 hours to 5 mins. im so happy!!
Damn you're my lifesaver!! Also such a great edit with the catssss 😍😍
I've been learning 3D graphics with Blender, and finally tried to use its video editor to combine a ton of old video clips that I had in my PC. Thank you for showing the most important tips that you learned; I'm going to give them a try as I go along. (I see you also learned to include CATS in your videos! Good idea!)
Noise treshold is REALLY important and in dark scenes going above 0.02 will result in shitty image. I'm now rendering scene on 512 samples 4k and with 0.01 Noise treshold and scene doesn't seem so diferent then one on 4096 samples but some of your tips are useful. Great video!
These tips are just general guidelines and they are meant to be tweaked if your scene needs it
@@BadgersStudio Okay, you used language like "You have to" LOL but great video I've been using blender for 4 years and I had no idea about some options 😅
Dude thanks, short and to the point
Thank you!! I'm working with blender on a GTX 1650 and this helped me render my works much faster
Daaam that's so OP! Thanks a lot, you saved my bills
genius
Persistent data can cause adaptive subdivision microdisplacement not to update between frames, so it's one I'd be aware of.
I'm very skeptical about reducing pixel filter. Can get nasty. Remember that sharpness and details is lost to denoiser as well.
I recommend rendering with less samples but at double the resolution (4 times longer), then input and output sharpen in post.
Excellent Tips Man. Especially for fast moving animations if any quality is lost. Just done 2 renders. 1m15s and cut it down to 40s with no observable loss in quality.....A Big Thank You. Wish I found this a few days ago. Took me about 16hrs to render an animation. (In chunks luckily)
great video, love the cats
This video helped me hit a deadline. Fantastic, thank you
Thanx a lot bro🔥 it’s really helped me from around 2hr to 1 minute
Feedback:
- Persistent Data can cause weird issues in some scenes and increases vRAM use. Best to try rendering a few frames with it on and off during final render to see if your scene benefits from it.
- Tile size exists to save memory if I remember correctly. In some cases the cpu can benefit from very small tile sizes, I'm not sure if this is because it lets the CPU use a smaller CPU memory cache instead of system memory, someone may know more. On GPU however, you should use a larger tile size such as 1024px or 2048px unless your card has low vRAM. User tests on forums generally indicate that the smaller size tiles will actually slow down GPU renders, although if your having trouble with the larger tiles, 512 is still valid. TLDR, start large on GPU and only reduce if it is helping, otherwise keep large if you have the vRAM. Increasing it past 1-2k has diminishing returns on most GPUs.
- Pixel Filter (Pixel Size) is used to prevent harsh aliasing in renders. The optimal setting may vary from scene to scene, but between 1 and 1.5 is a good range. Rendering at twice your target resolution to downscale after will probably get you a better looking result than messing with the pixel filter.
Agreed on light tree, it increases render time and memory usage greatly in some scenes and can actually add noise. Leave it off by default and try enabling it for final render to see if it helps or hinders your specific scene. It can be useful when there are many mesh lights.
You are a legend, thank you!
Tile size was what was killing me. i crushed the samples and bounces so hard so that i could get stuff out faster, for proofing, but it was still taking 10 minutes for some stuff. thanks.
Same man, Tile size was crazy
Amazing video still can't believe it! It was rendering 1 sample per sample but now goes much faster thanks to light tree off and tile size! Both are underrated! I am a bit scared for my gpu memory and stuff though specially with the persistant data on it warned that gpu memory is used a lot.
Really well made video and helpful for those of us with a less powerful machine. But a couple of considerations, you can go even lower with pixel width setting (to a minimum of 0.01 if I'm not mistaken) for a really crisp image, but be aware that changing it around may increase the amount of aliasing in your image, especially depending if you're working with a small resolution. My personal feeling is that it acts almost as a Temporal AntiAliasing seen in games nowadays (TAA), which you can look up and see comparisons of it on and off, the lower the pixel width, the more definition, with the cost of more aliasing. Another one, and this is a helpful one, you can actually increase image resolution WHILE rendering with almost the same performance. Say you set your render to 4K with a resolution scale of 100% and 4096 samples (just an example, it doesn't need to be this demanding). You can set the resolution percentage to 200% and then divide your sample count by 4. So I'd render at 4k, with 200% image resolution, but with 1024 samples this time. The reduced sample count makes up for the performance cost of rendering at a higher resolution. You can re-scale it afterwards within Blender itself through the compositor, image editor or even with MS Paint.
Also also, I'd advise against going too high with the noise threshold, it may make you image look like an oil painting sometimes as the denoiser tries its best to average the sparse sample count for each pixel. Usually I'll set the number of samples, then set at least a min value of samples correspondent to 1/4 of the max samples, so 100 max samples, 25 min samples and so on.
Please keep uploading, your videos are too useful. Thank you!
Clear and precise instructions. Thank you!
Glad it was helpful!
holy moly this is the most useful video about rendering faster🤯🤯🤯
Great 🔥
This video help me😊
Thanks for the great tips! And I love your Lego models!!!
THE CATS!! Awesome tips by the way
amazing tips Badger! love it
dude your underrated,keep it going❤
wow thnx for the info i didnt know about 1.5 pixel keep up bro !
In Blender versions after 3, it is recommended to leave tiling off, as Cycles is optimized to render without.
Yep, this did really helped. Thank you
This is a perfect video, great job!
Thank you very much!
@@BadgersStudio Honestly, the quality made me think it was uploaded by an account with a huge following, so I was surprised! The video just popped up in my recommendations :)
Nice job with the cats vibe!!!!!
FANTASTIC
tiles size changing helped for me alot
This is really helpful tutorial, thanks. Is one more thing that will speed up the overall work in the blender and can affect the rendering speed. If you have a lot of RAM memory on your pc, click: Edit->Preferences->system (scrol down)-> Video Sequencer and you will see Memory Cache Limit. Set on 8 thousand or if you have many RAM, set 10 or 12 thousand.
I have 12 thousand, when I have havy animatioin or I work in vfx, 12 thousand speeds up worki in blender.
Why do we get so many cats besides this useful information? I love it
Persistent data only works for scenes where the only animated property are camera properties. Animated objects or materials etc will not work.
Very very good job! Thanks a lot
It worked! Thank you!
Dude, many thanks!!🙏
Excelentt!!
Just in time! I need exactly that information!! Thank you so much! Niceeee ^w^
i love the cats as well as all the tips
this tutorial helped me a lot ty
Excelent Tips! and cute cats! Thanks for all the tips, works very well! and the cats deserves de aaww! By the way, one tip that help me to make renders quicker is turn it off the Denoise in teh Sampling panel and insted use a Denoise node in the Composite panel.
Thanks for sharing!
hey just wanted to comment a big thank you!
Great video thanks. Personally I just use the Turbo Tools addon, it's Turbo Render feature is like black magic for speeding up rendering and removing flicker from animations. I'll definitely try some of these tips in combination with that though!
Dude... My image rendered for 20 HOURS!!! Now it rendered within 15 MINUTES!!
Bro very very thank you ❤️
Cool tips, thanks a lot!
I render to 1440x2560, QHD gives more details than FHD but it's more time efficient than rendering 4K. With a little adjustments in Photoshop renders turn out nice
!!! Amazing Video !!!!!!!
1:40 After cycles engine update, if you have enough vram it is better to disable tiling at all for speed. At least for my rtx 3060
Best cat ever. I love akmal cats!
Really helpful tutorial! Thanks
Yes, this works if you render a model. But if you have larger spaces, like rooms, street scenes, forests, and similar, it significantly reduces the image quality. But these are completely good tips.
thank you, I thought it wouldnt work, but my render time went from 90 minutes to 1 minute, I was really shocked lol
Thanks ❤
Pozdrowienia, niezły filmik :D.
8:47 .. At the cost of quality
Thanks a lot bro♥
Given that your graphics card is from the GTX era, you may find that CUDA is faster than OPTIX in many circumstances. I had a renderfarm of 1070's and in most cases they were slower with OPTIX than CUDA. The only time I'd prefer OPTIX is if I was including my workstations in the render farm as they have RTX cards and I needed the consistency, there are slight differences between a render result between the two modes. I've since upgraded my farm to 3060's and Optix is much faster by comparison.
If you're rendering a one off image, increasing the noise threshold and using denoising it a great way to save time, but rendering an animation with those settings will result in a very temporally unstable video that almost looks like an what I would liken to an animated watercolour painting.
2 things in one video, a tutorial blender video and cars
I LOVE THE CATS IN THE VIDEO. LIKED AND SUBBED CUS OF ITTTTTT
In these moments where I export a short I realize that the important thing was the vram and not the model, although a 4060 with 8 ram is not so bad
came for the blender tips, stay for the cats
bro god bless uh uh dont what you have did for me
Good tips when I'm trying to render on my GT 630
Thank you!!!!
Me with a gtx 1660 ti knowing I’ll get even better
Thanks, I was getting into animation but with an AMD GPU, 7 seconds at 30fps took me 10 hours to render in cycles, 300 samples, 1080p. From 5 minutes for a frame I went down to 50 seconds a frame at 2k res (it's like 30 seconds for 1080p) and I no longer have to use the shitty EEVEE next they have in 4.2 that takes a lot of effort to make it look almost good as cycles. Now EEVEE takes longer for me to render at a lower resolution (~50 seconds vs 80 seconds) XD!!!
awesome, helpful for me
Setting the noise threshold to 1 works best. Why? who knows. I find CPU vs GPU only makes a few seconds difference. A cheap way to halve render times, I built a PC using two salvaged Intel Xeon E5-2697 CPUs (from Ebay) and a ZX-DU99D4 motherboard (from Ebay) and some scavenged parts (inc a 1080Ti) for about £130 (expert knowledge required). Render times are about half using a 4060. Spatial Splits settings in Performance can make a big difference.
No that's a little misleading. It doesn't just "work the best". I mean sure for simple one product image (like shown in the video) the difference is hard to tell. But on a complex scene with lots of texture maps, lights you can ABSOLUTELY tell the difference. The image is fuzzy-ish because denoiser has to work extra hard to clean the image and guess the details. Increasing the resolution does help a little but ofc that costs extra time.
@@firstnamelastname061 It's probably not wise to treat a threshold of 1 as a one size fits all, but he's not actually entirely wrong about it's utility for rendering. For some reason, Cycles is at its worst around the 0.1 mark. You'll get the worst smearing and loss of detail from denoising anywhere from 0.08 to 0.3. At either extreme, weirdly though, this doesn't really happen. Like, sure, at a value of 1, you'll lose more detail than at 0.01 or lower, but the image doesn't liquefy the way it often does at the 0.1 mark. So, at least for me, I've found that a threshold of 1 combined with 2k or higher resolution, plus multipass denoising in the compositor, gives me the fastest and best results.
Im pretty sure turning it up to 1 is basically like the old Adaptive Sampling feature, especially considering Noise threshold in itself uses adaptive sampling.
Thank you so much!
I have 1050 & I know the struggle. At least it's small, compact, cute & energy efficient xD
Thank you !
thnx bro appreciate it
Sampling and noise threshold depends one what your animating. For me 30-100 samples isn’t even close. I need about 1000 plus denoising for it to look decent. I just have very detailed models so I need more samples.
Helpful ❤ from Nigeria
17 minutes to 6 seconds, crazy.
wouldnt making the pixel size smaller undo a lot of the performance gains? good tip though, it explains the blurry renders even at max settings.
I don't know, I think the pixel size is more like how the image is processed at the end like denoising and it doesn't really change too much
No, it's rendering each pixel, so if you decrease the size of each pixel, it needs to render more pixels to fill up the same pixel dimensions
@@Disent0101isn't it what resolution is doing?
@@BadgersStudio there is resolution and pixel density. I assume the 1.5 pixel size is essentially creating less pixels to fill up the determined resolution, and then upscaling them to the final output, that's why its slightly blurry.
so if it's 1.5X pixel size, its essentially creating enough pixels for an image that is 75% of the final output, than upscaling them, hence the lack of quality.
how can I tell blender to render one frame each two, so I can do the interpolation?
set the frame rate in the output tab to half of the desired fps
Thank you so much bro I have the gpu memory problem too
Niiiiiiiiiiiiiiiiiiiiice Thank you
step one: nasa computer
Step 2: ohio render time
lol i feel you when you close spotify before rendering ^😂
Most of this helped me to speed up my renders. However, as soon as I enabled my graphics card in the Cycles Render Devices in the System settings, both my renders and render view in the viewport would not work, as I received a message saying 'Texture exceeds maximum allowed size' followed by some dimensions. I've found a few pages that says how to overcome this, however I'm having no luck at all. I've had to change the setting so the GPU is switched off and using the CPU only for the renders to work. Is anyone able to advise? It’s still a huge improvement from 30 mins per frame to 4 mins per frame though.
my gtx 550 ti doesnt even support cycle rendering for every one of gpu cycle rendering options