The Easy Way to Optimize Blender
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- Опубліковано 13 лип 2024
- A few simple techniques to optimize blender for faster render speeds.
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Super useful syllabus - I implemented the majority of these hints and saw significant performance benefits from my scene.
I'll be using the knowledge presented here in my workflow moving forward.
Thank you much bro👊🏾
Awesome. That's what I like to hear! Thank you.
@Xyu No. I have several other people helping me to pick a winner. The person with the best artwork will win the prize, simple as that.
Thank you so much, I’m have a dark office interior render that takes me an hour and a half to render. This video will definitely help.
edit your comment once you've optimised it and see how much time saved :)
@@ryleypalmer Looks like this scene has been rendering for over two months now
Finally a video that actually tells about HOW to optimize your scene. Thanks my G!!
No problem!!
Thanks my G??
People still say that?
Thanks. One more for viewport optimization: when dealing with scattering objects with the particle system if you set the main object to only show as bounds on viewport, you can render 400000 trees without being memory capped. The render will still take some time of course, but your memory will be free, and viewport functional, and you can mess around with the object distribution better with bounds than setting it to not appear. You can create insanely large scale forest on wide angles with this.
The LightpathNode tip was amazing. I've watched a ton of videos on Rendering and this one was hands down the one that gave me the control that i've longed for. thank you so much!
This is very useful! I've been using Blender for years and, whilst I try to stay on top of all the latest updates and features, there are things I miss. As you mentioned, most videos offering tips for speeding up renders are based on older versions of Blender and they don't always apply to more recent versions.
This is perfect, I have some big scenes that use volumetrics right now and I'm looking for ways to optimize render times. This gives me a ton of things to try out!
Great information! Thanks, and keep it coming.
Great video, thanks so much!
Amazing tutorial. Just when I though I was getting good at blender renders, you show up and humble me.
Blakey Don't stop making soft. I wished I started as early as you. You have a lot of years to learn!
Can't wait to see your other videos.
thanks you decoded you are my inspiration
LMAO the fact that you had to film yourself taking out your two 3090s to put in the single 3090 that Scan sent you made me die laughing
Its the first time i understood what samples mean. Very well explained thank you alot!
Thanks for making this. I'll definitely be back when I'm ready to start rendering scenes.
Hey man thanks a lot. I was really overwheld and confused but now it all makes sense. Thank you.
Glad it helped!
great tips thank you 🙏🏻
What a great video again!
Glad you enjoyed it!
Awesome tutorial, this info is very helpful.
taking this in mind for my next render
Man, you don't know how grateful I am right now! THANK YOU SO MUCH!!!
I hope it's helpful.
Great video, I definitely needed this
Glad it was helpful!
Thanks so much for your thoughtful and detailed videos! On to the soft!
That is outstanding
Awesome Video! Thanks! ❤️👍
so good... i already used a few of these like persistent data, but portal lamps, or not using purely emissive lights and using nodes is so smart! thank you!!!
Avoiding emissive materials to light the scene is a huge one. I did it loads when I was starting out with blender and it causes a huge amount of noise.
👍🏾👍🏾Excellent information, thanks my Brother!!
Thanks!
Thanks man! :D
Thank you so much!
Excellent
Holy cow I learned so much from this!! Thank you!
I just realized I've seen your channel before! I loved the forest spirit diorama.
@@DECODEDVFX aw thanks so much! I'm currently animating the intro for my next video and your channel has been an invaluable resource for me! Thanks again!
I'll keep an eye out for it.
Awesome tips, thank you!
Cheers Gary
Thank you.
This was so good, thanks so much!
Thanks Jen!
That's really help me
Great stuff! I'd love to see one about file structure, collections, linking, that kind of optimization. Still wading through that myself right now.
Nice to look at this video after our discussion regarding using 16K textures;)
This is great for optimising render times but I would love to see this level of detail regarding the optimisation of the blender file more generally.
ahh just what I need, thank you!
Glad I could help!
Man.... This video should be seen by everyone. I just picked up a 3080 and was massively confused as to why my render tiems were still not quite what I expected. This bits about lights and materials were invaluable. Specifically the emissive materials. I had No clue it was mucking up my render like that. Never again. Shaved secconds off my interior renders.
*Update, I wanted to expound a bit*
Just as a popint of reference the scene i'm working on came from Daz3d and I have been adapting it. Mostly as an exercise. From fixing all the bad geometry, and materials to relighting and so on. It's a living room with big windows a pool outside and so on. It's a modernistic ArchViz kind of setting. The Emissive materials fix, and replacing them with lights took my render times from 1.5min to 38-ish sec @800 samples - 1440p while also improving the quality bc of less noise.
This is huge because I just installed the previousely mentioned RTX3080 12GB and the render times were better, but not anywhere near what I kind of expected. They went from about 3.5ish min @1080 on my 2070 to about 1.5 min@1440. improvement for sure, but I knew there was more to squeeze out and damn was I right. Because I KNOWI could get faster better renders out of Arnold, and I really didn't want to give it that credit. lol. Jus joking around, but really not enough people are talking about this kind of stuff for Blender. Rendering and Lighting are not exactly my expertise, but I'm not a newbie either. So thankyou for this video. It really helped me out.
I'm on a 2013 iMac and I rarely use Cycles - strictly Eevee for this guy! :D thanks for the video though, lots still to ponder re: lighting and stuff
Cool video!
Thanks!
Good video 👍☺️
I tNice tutorialnk you speak for a good portion of us.
GOLD
You can go to light source’s Object properties and turn on Ray Visibility to Camera. That way you can avoid using emission shaders on objects.
When I. have walls I feed the emission slot from the bsdf with a greater than node resticted to 1.0 connected to a light path nodes ray depth.
If I'm not totally wrong, this is indirect lighting fed into the emission.
Keep it low otherwise you get a look like an inverted AO pass.
But helps a lot.
So it's indirect light and you need geometry to generate. (You won't see a thing when using this with only one mesh...😁)
You put so much work into your videos and only get 3k views. Love the content. Also my PC sucks so I hope I'm lucky.
The truth is that the unknown scares all of us, but we just have to practice so we can get well with the software.
There is another way to denoise that is in my opinion actually superior to optix. You can denoise every render path individually in the compositor and then merge them back together. This does of course increase rendertimes but ive found that a lot of details get preserved that way and in a direct comparison it looks better than optix or oidn.
screen in the top left, look at where it says program and click on where it says “aggressive te” and change it to “analog app 1 te”
5:38 The drawback I have found with Clamp Indirect is that it can lose the softness of shadowed areas. Watch for this when experimenting with different clamp limits.
7:15 There is another solution for thin glass, and that is to forego the refraction part (which would not be noticeable anyway) and just use a transparent shader for that.
finally a good youtube video that doesn't repeat the same sht
awesome, i hope i win it
About the Vector Blur node, you should also enable the depth pass and plug it as the Z component. It should look a lot better. For animations, it's not as good as actual motion blur, but for a single frame it's great.
Yes, that's right. I didn't realized I'd missed that part out of the video.
thanks a lot this really helps
i found out that baking procedural textures helps reduce the time but my problem is that it takes so much time to bake into 8k textures (i need it that high because of things like scratches)
you have any advice to make them faster?
You might find this helpful. ua-cam.com/video/rrUWC6vKQaQ/v-deo.html
Bookmark this one . Very great explanations . As eevee only user , I have no clue about path and camera ray stuff works . How to know when we need them ? Thanks
Most of the time you won't need them. They are pretty advanced. But they are also fairly self-explanatory.
i did not know about the emission meshes. use then a lot. nice trick. any problems parenting the area light to the plane or vice versa?
No problem. That's what I usually do.
@@DECODEDVFX nice. thank you
Great video thank you! Question about persistent data, if I have material displacement (cycles micro displacement) assuming it the same throughout the animation, dose it mean it will calculate the displacement only the first frame?
Micro displacement using adaptive subdivision? It should work as normal, even with persistent data.
@@DECODEDVFX thanks for the reply, but i mean will it calculate the displacement each frame or only the first frame since the persistent data is turned on? i tried now and it seems to work but i am not sure because it says nothing in the render dialog for some reaon
It'll recalculate the displacement for each frame.
once i buy the basic version of soft soft can i upgrade to producer for 100 dollars or do i have to buy it new for 0?
Great video thanks! Very useful. About "Persistent Data", can you tell me what problems I should look out for when using this with animations? I'm currently rendering a 4000+ frame anim.
Materials turning completely black and lights turning off. Those are the most common issues. It usually only affects a handful of frames at most, so it's easy to re-render those frames and replace the corrupt files.
@@DECODEDVFX Ok thanks! That should be easy enough to spot. Cheers.
Yeah, it's usually fairly easy to spot. It seems to be less of an issue in more recent versions of Blender too.
Aye mucca
Sa here!
Unchecking multiple importance doesn't remove my light reflection in Blender 3.4
Me when I saw the title : "Thank god... finally I can optimise blender for my 1650 super"
Me after 40 seconds in the video : "WTF an RTX 3090Ti... is he f-ing with me right now... what f-ing optimization are you talking about?!!"
Me after jumping immediately to right a comment : "wait wait... don't be haste to make a judgment... maybe he's gonna use an old GPU and then make a comparison at the end"
Me after another 40 seconds : "Da FUCK... TWO RTX 3090(Ti?)s... man I'm outta here"
.
Nah I still watched it... it's very informative and he's making a lot of solid point that can be helpful even for a hardworker like the 1650s
Most of the tips in this video work regardless of what hardware you're using. It's stuff I leaned when I was learning blender using an 8-year-old CPU for rendering.
@DECODED Thanks for the clarification... I will definitely give it a try 👍🏾
I’ve got a 1080tx, bohoo
So how to get those real time volumetrics with RTX card ?
How is the coil whine on the 3090ti? Mate of mine had it so bad he sent it back, got a replacement and that was just as bad.
Quiet as a mouse so far. I haven't even managed to get the fan to properly kick in yet.
Thank you so much sir I co up with one Nice tutorialt wonders in my sleep and can't even make a soft.... No I did not
yup
So is that why I'm getting this odd painterly effect when I render out my animation? I've been struggling to find the right balance between the volumetrics and the lighting in the scene to get it just right so that you can still see the subject but also get that nice volumetric lighting but I'm rendering in cycles and I'm getting this weird effect and I can't seem to pinpoint where it's coming from it sounds like I need to change to albedo only is that correct? I'll go ahead and try that to see if there's any difference
Yeah, a painterly look means that the denoiser is being overworked. Reducing noise will help.
@@DECODEDVFX sweet thanks for the reply brotha, I wonder if all the emissive planes I'm using in the scene could be causing that much noise, I have a volume in the scene so not only did I crank the lights but I also cranked the emission, if that's the case is there a way to light my subjects without having to crank the light values so high? I posted a version of my render in my profile if you'd like to take a look at it it's a piece I'm doing for a contest I'm still quite new at blender and I'm just figuring out all these things on my own for the most part but certainly having channels like yours where I can learn has been awesome I've done a ton of your tutorials as well!
Yeah, a lot of emissive surfaces won't help. I certainly wouldn't use them to light the scene, especially if you need to control noise. The animation is very cool.
@@DECODEDVFX cool will relight everything, at one point it looked pretty good, dunno why I thought to use emissive objects to fill the scene with more light. But man I appreciate ya. While winning would be cool, the fact that I came this far is and all the things I learned along the way it's priceless.
2:28 Pixels don’t have “middles”. To quote Alvy Ray Smith: “pixels are not little squares” (repeat ×3). Ideally-sampled pixels are infinitesimal points.
Yes, I know. I've actually read the Alvy Ray Smith memo you're quoting from. I'm aware that pixels are really point samples and not tiny squares. However, this is a very Introductionary explanation of sampling, and it works well enough for what most artists will need to understand.
@@DECODEDVFX I don’t understand how that’s supposed to make anything simpler. Seems a bit, I don’t know, patronizing to suggest the students can’t handle the truth.
It makes things simpler because it complete avoids the unnecessary explanation of point samples and image reconstruction filtering. A topic that I'm frankly not qualified enough to teach anyway.
@@DECODEDVFX Why do you feel the need to mention that at all?
I hope there's a summary comment here so I can copy paste it in my notes
So persistent data works even on animations now? I thought it basically only works as long as nothing is animated in the scene.
As far as I know, it's always worked for animations. That's the main time that it's useful.
W
Interesting but that's still not what I'm looking for it's mostly the same thing I've seen so far, rendering performance with some difference.
I'm often in slide mode with 64 giga of ram and an rtx and an i7 when I export models from daz studio or if the model and high textures when I pose with the rig (even without displaying them).
It is therefore impossible to improve performance in Blender in the viewport or there is no tutorial on the subject yet since all the tutorials on performance talk about the same subject.
Interesting lighting tips, but I think Curtis Holt might go to war with you over not lighting scenes with emissive shaders. Ha ha ha...
But, the problem is, I don't have good GPU and support for Blender 3.X... :(
Sa here
Minecraft 2 , when?
it's pretty frustrating there's still no proper out-of-the-box solution for realistic glass (just a pane, a sheet, nothing complex) that both lets light through to illuminate spaces but also reflects etc.
Agreed. The default glass shader is very basic.
FOR EVERY SECOND HE SAYS " LETS DONT GET TNice tutorialS COMPLICATED " AND IT GETS COMPLICATED
Oh boy. What one couldn't do with an rtx 3090 ti :D
It's a very impressive card. Not much slower than my usual dual 3090 set-up (and it's much cooler and quieter).
Talking about optimization.... you need to optimize the volume on this video.
Is it me or the audio is too low?
It's fine for me.
@@DECODEDVFX I think it depends on the device you consume the content on: computer, smart phone, smart tv, tablet...and the volume range and speakers (built-in or headphones). It sounds kind of low on my Macbook Pro with EarPods and the volume cranked up.
I can`t even optimize my scenes in Eevee lol
**!!!* *!
in 22
But that comnt is 4 months old
Thinking back to why I didn't get an RTX 3090 Ti... Oh yeah! It sucks so much wattage and doubles as a space heater. So I got RTX 3070 instead.
Regarding denoiser: Blender Guru claims that the Intel denoiser is better quality for the final render, while Optix is better for viewport since it's faster: ua-cam.com/video/JCLSJg9sdNI/v-deo.html
This isn't to say I'll hold him to his word for it or that he must be right. He didn't mention his sources, but I figured he'd taken time looking into it since his opinion had changed.
A lot of people think that the ODIN denoiser has a slight edge over Optix, but they never consider the fact that the Intel denoiser is much slower. It can often add 5-15 seconds onto a render, especially at higher resolutions. So you can bump up the sample count a bit with Optix and get the same sort of results in about the same time.
Very good point that that compensation can be done on the OPTIX side as well. Just thought it'd be worth discussing - as you said, it's a slight edge that can be easily overcome, such as using higher resolutions. I think most people that have the option for OPTIX often will just use it anyway.
I'm not gonna say you do or you don't. I'm not a doctor butttttttttttt...... I had a similar problem when trying to learn new tNice tutorialngs and it helped
i dont have card can you send me one plz?
I'm always open to optimizing Blender scenes. My GTX 1060 6GB takes it sweet time to render in Cycles but it has been getting the job done so far.
Can anyone participate in the competition?
The full details will be in the announcement video. I'm still figuring some stuff out.
@@DECODEDVFX thanks for replying! I never looked into the light rays node, gonna try it out now that you've brought... light to it. (pun intended)
I give up on learning at tNice tutorials point.
lol
Not bad. But you really have to talk better in your mic. It is hard to follow this way.
softs gay.