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You can do this for each different surface type (diffuse, glossy, etc…) independently: You can set a maximum number of times that light may “bounce” off objects in the scene. You can also choose to use multiple GPUs if you have more than one GPU card installed. The GPU will almost always be faster than your CPU for rendering tasks! Make sure the cycles “Render Device” is set to your graphics card rather than your CPU, if possible. Subsequent renders use the build performed the first time you rendered your scene. Turning on “persistent data” means this step is only performed once. Persistent data will reduce the “build time”, the time used to prepare your model for rendering. Choose whichever works for you: I got slightly better results with “Center of Mass (Volume)”. In the YouTube video “Origin to Geometry” is selected instead. Note: Here I choose “Center of Mass (Volume)”. We have selected “Donut” as the object to focus on, but we may need to reset the donut’s “center” to its center of mass, as we have adjusted its size and shape since it was first created: Part of this is because of the way the depth of field chooses the “center” of the object. Note that even with a high F-stop setting, the donut still seems a little blurrier than it should be. Right now the whole donut is in focus: we can use a shallower depth of field to produce blur in the background and foreground, simulating a real camera: We will also adjust the depth of field from the Camera settings. We will turn on motion blur so that the donut generates a nice, natural blur as it spins, as would happen with a real camera: Although it looks nice, from a distance it makes very little difference, and it results in significantly longer render times when enabled. Tip: Another thing you can do to reduce render times drastically is to turn off subsurface scattering. Tip: When setting a noise threshold, look at the noisest part of your image, and set a noise threshold that reduces noise in that particular area to an amount you are visually happy with. The noise threshold value is never reached, so Blender does not stop the render early: This is because 200 samples simply aren’t enough: our image is still quite noisy when we reach the end of the render.
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Setting a “noise threshold” value of 0.01 with our sample count set to 200 is not going to do anything! This allows us to reduce render times by stopping the render automatically once the noise drops below a certain level (the noise threshold value).ĭoing this requires you to have some idea of how many iterations are likely to be required to achieve a good-looking render. Render times can be reduced using a “noise threshold”. Reducing Render Times With “Noise Threshold” What we want to do is strike a balance between render quality and render time. In any case, Intel’s denoiser is preferred for final renders. Note that you might not have OptiX: it depends on your hardware. Tip: There are two different de-noising tools in Blender: OptiX and Intel’s denoiser (OpenImageDenoise). We will leave the denoising off for now, turning it on later, after we have decided on a sample count that gets us most of the way to where we want to be. We can cheat a bit using one of Blender’s “de-noise” tools, which will help reduce the “graininess” without requiring us to use a very high sample count. The way to fix this is to increase the sample count, but this has an important side effect: renders will take longer when we do this! With a low sample count, renders will appear “noisy”. Let’s now render the donut with a low sample count (say, 100): We will also turn off compositing temporarily: We will first turn off “Noise Threshold” and “Denoise” in the rendering settings, here: However, with some tweaking, it can be made to produce much faster renders. In Blender, there are two options for rendering: Eevee (a fast rendering engine, like those used for 3D games) and Cycles (a ray-tracing rendering engine, typically used for 3D art and animations).Ĭycles usually takes significantly longer to render a result. This file is the result of my work after following along with the steps in the YouTube video. You can download the associated “.blend” file here.You can download a PDF copy of this post here.Notes below correspond to this YouTube video.
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I’ll be making additional notes for each of the videos in the series! Just some notes I made while following along with this now-famous blender donut tutorial.