Hey guys, i did a mistake with my rendersettings and found this mindblowing trick to increase my rendertime by 1000% and more. Of course i share this with you :) See you and have fun.
In other words: Resolution increases the "area" to be rendered. Then you use fewer samples for each patch of the area. Then AI does the rest. That is better than decreasing the size of the area/patches with more samples. The AI prefers fewer samples of more area than more samples of less area. Very grossly speaking :D
With adaptive sampling, the amount of Render Samples and Noise Threshold don't work 'hand in hand', but it's more a situation of "whatever happens first. If you set your Noise Threshold to 1.0, you can set Render Samples to 20.000. The idea is that once the threshold is reached, Blender will stop sampling for that pixel anyway. Likewise, you can set max samples to 128 and Noise Threshold to 0.001 and Blender will stop sampling after 128 samples. The point of these two settings is to allow Blender more time to clear up demanding areas of the scene, while not oversampling simpler areas that might already look clean using few samples. The game-like graphics in the video here might tolerate noise reduction better than a photorealistic scene would.
That's right, there's rarely a perfect one-click solution for all needs. The truth is that the best thing to do is to take a few key frames in the render and render with different settings, either in different slots and compare in real time, or to different files to compare afterwards.
I came across this video as an algorithmic recommendation, but as a camera hobbyist I can tell you the hardest part of doing low light photography is to overcome the desire to eliminate noise entirely. What matters is getting the chroma noise levels down, not the luminance noise. The former makes the photo appear to be smudged and cheap, the latter gives a sense of sharpness and authenticity.
I also noticed similar things, and I think the reason for that is the denoiser - it sometimes gets rid of details, and sometimes causes artifacts. By bumping up the resolution you give it more input to discern the details.
Yes, it's a bit weird but iam sure there is a technical answer for that. I think it's a calculating thing. If you have a high threshold the denoiser takes most of the data of the edges and the small detail you have. If you go lower you have more detail in your render, but less enough to calculate correctly and the denoiser is confused, results in artefacts. And if you go less enough to have enough detail you have the "clearest" image. So it's like a little cheat to increase the resolution and increasing the threshold. One negativ point is the datasize. If you double the resolution the size is around 4x bigger. That everybody should keep in mind. But it's just a guess. We have to ask blender development 😂😂😂
@@davidkohlmann The reason I guess is I think something abuot how supersamling works. Like if you have a 720*1080 screen but then you play a 360p video on it, then the pixels in between will filled with kind of some guesswork. But if you have play 1920*1080 video on the same screen then such pixel colour can be predicted in a much better way cause there is more information available. I may have messed up some details and this is probably a really bad explanation but I hope this might have helped.😊
Isn't this also how RTX cards work? Lower precision, denoising and upscaling algorithms for certain filters etc? We've come a long way from brute math on older hardware to incremental "good enough" approximations on much faster hardware.
that is because 1 pixel of a lower resolution image (say 720p) occupies the same area as a higher resolution image (say 1440p) yet having higher resolution have more pixels, therefore denoiser has more information to figure out how the denoised image should look like. basically kinda like more ppi (pixel per inch) you have, the better the denoising quality
I had to leave a comment for you David, because I tried your method on my blender file and my jaw dropped after seeing how much faster files render. Plus I can up the resolution and still get much faster render times than the original lower-resolution images. This is a brilliant find. Thank you for not keeping it to yourself and taking the time to share your findings.
I discovered this two decades ago in LightWave! The noise reduction is a God send and one of the things you can also do is switch off caustics and reduce the number of light bounces from the ridiculous 1024 to say 7, 3 would do!
Omg dude, my individual PNGs with transparent backgrounds were going to be 16 minutes each frame. They are now about 10 seconds at 4K and they look really good. Thank you!!!
Holy crap! That's the best bit of Blender knowledge I've seen dropped in years! Just tried it on a fairly complicated scene which was taking nearly 55 minutes to render (i9 64GB RAM, 3090 GPU). It took 1 minute 54 seconds. No discernable difference in quality.
As a blender newbie just trying to take in as much info as I can this is one of the most helpful videos I've come across so far!! Just wanted to say thank you for sharing
Man I gotta get back to Blending. Your tip reminds me of the quirky settings in Stable Diffusion (making acceptable compromises for average GPUs). Kudos for finding this workaround. Lower render times are a game changer!
Yes. I had to fiddle a lot with it and couldn't figure out what happens and drove me crazy. The reason why it is way better at low samples is because the denoisers were trained on samples that has adaptive sampling turned off. When you enable it, the denoiser cannot find the same patterns. These errors are multiplied as the sample numbers are increasing.
This is good information for if I ever get into blender. One of my major reasons to not getting into it (other than sucking at animation) is the extreme render times. But since I never plan on making animations this detailed, it'd probably be worth for me spending some time in it for ultra fast rendering.
I have potato laptop and bigger scenes are almost impossible to work with. I used renderfarms for final rendering but now I use a cloud computer. So much more fun to learn, when everything runs smooth and also much lower cost.
Another setting to play with to lower render times is the light paths option, by default its light bounces are setup as: Total 12 Diffuse 4 Glossy 4 Transmission 12 Volume 0 Transparent 8 But, if you have no complex materials in the scene such as see-through glass etc, you can remove those bounces. There are articles to explain better because I barely understand the values. A word of warning, if you're using the principled hair BSDF it won't display right if you change these values, instead appearing far too dark.
This really worked for me! I rendered it without this method and it took at least 2 minutes but with the method, the samples stopped at 32 with a 100 max sample and it rendered out awesome. Thanks for the assist 👍😁
In my case I never adjusted the "min samples" values, always used the 0 value. And now I did a test and configuring the min samples to 8, this speeded my render a lot. (30%)
@@chileaus I did a test now in Blender 3.6.1 using Cycles and only CPU, the default cube scene with default settings, render with 36 seconds in my computer. Changing only the Min Samples to 8 the render time now is 22 seconds.
Thanks for the video, it definitely helped with a project I'm working on. I did some testing, and this synergizes with Min Light Bounces and the denoiser in the compositor. It adds a bit of time (in my scene, 29 to 33 seconds, down from a 3 minute full render), but the quality is dramatically better. You don't need to go any higher than 5 on the min light bounces, and the denoiser should be set to accurate.
Yo, your render and project look amazing ! Here would be an advice about the composition for the "colors/lighting" that you DONT HAVE TO take, it's just something that i thought of... I think it would look even better if it was more bright. what i mean is that the image is really really dark and it would probably be insane with puddles to equilibrate the lighting between the top and bottom of the image... Anywars, great works, it looks insanely good
Hey man, thank you 🙏 Also for your words and of course it's maybe a bit to dark. But iam not done yet and I will keep your words in mind ❤️ Appreciate that!
Nice tip here, thanks, and another thing you can do to improve your render speed and I saw a lot of people doing it wrong is that if you have a good RTX GPU, you need to disable CPU in Optix section in system settings. People think that combining the power of both CPU and GPU will make render faster but this is not the case and this is totally wrong at this point if you have a RTX card like 3080 or even better 4080 or 4090. The theory behind this is that RTX cards have a feature called RTX acceleration which is specialized for raytracing and you need scene data to be stored in VRAM to make that happen. If you check both CPU and GPU in Optix section, then CPU comes in play and it requires data in RAM which prevents GPU to access data directly in VRAM then the GPU will not fully be utilized and RTX acceleration will be disabled on hardware level. I have a ryzen 3950x and a RTX 4090, by unchecking CPU in Optix scetion, I gain 2x to 3x speed improvement on average. This is one simple button click magic and many people just don't do that, if you haven't, you can try it.
@@PoMkAc27 I just knew this accidently. I previously worked with Octane render engine and the community highly demand CPU support and the developers stated why they stays tightly with GPU only and explained the basics of RTX acceleration to us.
It depends on your scene. If you have a large scene with tons of verts, materials, light sources etc. it will render much slower just using the graphics card. In fact blender couldn't even render the scene without crashing on my laptop with the cpu disabled and I have an rtx3080.
@@andrewmcintosh9832 as I said above, the Vram size is crucial to RTX acceleration. You got crashes mostly because of 3080's Vram size is 10 or 12GB, if you render from 6 to 8k res with a lot of textures, then you would see crashes very often. But with 24GB built-in Vram, 3090 and 4090 could handle much better and if you render with 3090, you would probably not see crashes so often. Also, you may need to check the GPU driver, studio driver is always preferred over game ready driver and sometimes newest driver may have some bugs or stability issues. But other than that, optix mode will render much faster than CPU mode
Low noise threshold give better quality with less noise but it also create stripe of different noise level. Then the denoiser can interpret these as important detail and keep them and it makes the image worse. So when you go to 0.5 threshold there is more noise but it is even and the denoiser work better in these condition. Also the min samples... If you leave it to 0 then it automatically render a lot of sample before starting to test for the noise level. So it can waste time on part of the image that are already OK. So it is not a bad idea to test with a low number to see if the quality is good enough. This can sometime cut render time even more.
Brother you saved me 😢 because when ever I tried to render a heavy project either my Laptop dies or my blenders goes to heaven but now it's working fine and quick 😮
Damn, thank you... I was struggling with render time with an animation just like you. I was going to render it like in 3 hours. But now i am able to do so with higher res but 1 hour
noise treshold is only used for optimization, it just disables render on certain part of image that noise level lower than treshold. you can disable noise treshold if you render equally noisy at any part, and set something about 250 samples. noise treshold evaluation is consuming some computational powers itself. Sometimes 64 samples is cleaner than 1024 with high noise treshold with same time. and use fast denoiser also if you want maximum render speed.
I love hese kind of tweaks I did not know about this. simply use the densoise check and set up the rest in the compositor to compress my render time enormous.
There are many options on how to optimise the scene. You did it nicely. Also consider temporal denoise feature included in blender. It makes animation even better by removing denoise flicker. there is turbo tools addon. That makes rendering even better and faster worth the money and time.
I just tried this tonight (after waiting a loong time to get my new memory and GPU) and getting to a point where I wanted to try a proper render. I rendered a butterfly model with HDRI for lighting and background at 2K resolution I think or double whatever it was at and used the 1.0 noise and 1024 samples. It rendered in like 7 seconds. Was large and looked nice. I used only Optix GPU, no CPU. So... I don't completely understand the best ways to do various things but this seemed to be very fast with only a butterfly and sphere and HDRI and nothing special like volume etc. thx!!!
I do not know how to thank you for this video it was spending from me to render a photo 2 hours but after this it took just 2 minutes thanks sooooo mush
Yes, and you can also do something like 0.05 to 0.1 and 4096 samples (to avoid to double the resolution and min samples 16), with ODIN and after a pass of OPTIX temporal and it's good. Nice video.
I would advocate for doubling the resolution anyway. In my own tests, doing so and lowering sample count had way better image quality for negligible performance differences, even after downscaling back to 1080p it looked significantly better than natively rendering 1080p.
Před rokem+3
@@ExplicityDesigns It's the Intel open image denoiser.
Před rokem
@@Jofoyo Normally I compute with the preset I wrote upper the half resolution and upscale the result with AI.
Großartiges Video, ich wollte immer Animationen rendern doch es hat immer ewig gedauert. Bei einzelnen Bildern war das nie ein Problem so lange zu warten aber bei ganzen Animationen mehrere Tage oder Wochen zu warten und dabei nichts an meinem PC machen zu können war die Hölle
totally agree - might pick blender back up after moving on to unreal due to blender's complexity to use and most importantly, the 'eternity' to render even short clips..
This is mostly my preferences too Threshold: 0.5 Max Sample:256 Render 1080p and scale up Render 24fps then I use Flowframes for Interpolation to 2x framerate, it smooths the animation
i recently also started to use flowframes to get from 30 to 60fps and it makes everything super smooth. it's funny cause i had installed it a while back ago for exactly that, but then totally forgot about it ^^
it damm works... :O of course not gonna lie if u watch super carefully like in interior you lose some sharpness etc but the difference isnt that much and you need to compare them carefully which is 20 mins and wich 30 seconds :O this is LIFE CHANGING
I also couldn't believe it when I typed in the high threshold. I mean it was a mistake and I just watched my screen and my brain tried to figure out what happened 😂😂😂
Pro tip, every time you double the resolution you can quarter the samples, and if you combine this with the Turbo Tools addon, you can actually use around a 3rd of the samples you would otherwise need, allowing for a further 3 x speed up👍
@@virtualviews8271 Awesome, and with Turbo Tools, you don't actually need to double the resolution to get good results fast, but like you say, Turbo will always allow you to use around 3 to 5x less samples in most scenes, no matter which rendering techniques you use 👍
i did this as well for the last few weeks, increased my productivity in blender that now i'm running out of ideas because of how efficient it is now lol
mmm.m I am lagging, I never thought of this - but Thank you.. I have a question though, do you render your animation as a PNG files and then compining them afterward?
Thank you so much. I am a filmmaker and enjoyed watching your animation but wanted to offer this thought: While your camera angles where quite exciting they totally give the game away that "it is not real." No "physical" camera can pull off those moves and thus the illusion is lost. Yes, you can get all of those beautiful angles, but only by cutting between different cameras. You could improve your result just by cutting in the edit, it would be much more convincing and thus more exciting. Lots of cuts is what makes our eyes flicker, it excites us. Thanks again for the tip on render times. I will be trying that today.
I just tried your settings for rendering and the result is excellent. Many thanks. I went from 5 minutes down to 1 minute on the frames I am working on with no quality loss. So I could now double my sample rate and still be less than half the render time!!!!!! @@davidkohlmann
i have one tip that will increase realism... make the windows less shiny.. just walk out on city and you will notice that window lights are way more dimmer.
If I understand this, This is kinda what I do for still product renders - very low samples (less than 16), strong denoise, very high resolution (10,000+ px). Gets me a pretty fast render.
So:
-increase threshold
-lower samples
-activate denoise
-double up resolution
On point 😂
@@davidkohlmann The detail is back! 😂🎉
In other words: Resolution increases the "area" to be rendered. Then you use fewer samples for each patch of the area. Then AI does the rest. That is better than decreasing the size of the area/patches with more samples. The AI prefers fewer samples of more area than more samples of less area. Very grossly speaking :D
thewayyouthinking.blogspot.com/2023/08/blender-faster-animation-render-settings.html
Voila@@RorenMovies
This stuff should be explained right at the checkbox.
What's a check box 😮
With adaptive sampling, the amount of Render Samples and Noise Threshold don't work 'hand in hand', but it's more a situation of "whatever happens first. If you set your Noise Threshold to 1.0, you can set Render Samples to 20.000. The idea is that once the threshold is reached, Blender will stop sampling for that pixel anyway.
Likewise, you can set max samples to 128 and Noise Threshold to 0.001 and Blender will stop sampling after 128 samples.
The point of these two settings is to allow Blender more time to clear up demanding areas of the scene, while not oversampling simpler areas that might already look clean using few samples.
The game-like graphics in the video here might tolerate noise reduction better than a photorealistic scene would.
Thanks for this explaination
This sounds like a correct answer.
That's right, there's rarely a perfect one-click solution for all needs. The truth is that the best thing to do is to take a few key frames in the render and render with different settings, either in different slots and compare in real time, or to different files to compare afterwards.
I came across this video as an algorithmic recommendation, but as a camera hobbyist I can tell you the hardest part of doing low light photography is to overcome the desire to eliminate noise entirely. What matters is getting the chroma noise levels down, not the luminance noise. The former makes the photo appear to be smudged and cheap, the latter gives a sense of sharpness and authenticity.
Whattt I thought the noise threshold was for the entire frame
I also noticed similar things, and I think the reason for that is the denoiser - it sometimes gets rid of details, and sometimes causes artifacts. By bumping up the resolution you give it more input to discern the details.
Yes, it's a bit weird but iam sure there is a technical answer for that. I think it's a calculating thing. If you have a high threshold the denoiser takes most of the data of the edges and the small detail you have.
If you go lower you have more detail in your render, but less enough to calculate correctly and the denoiser is confused, results in artefacts. And if you go less enough to have enough detail you have the "clearest" image.
So it's like a little cheat to increase the resolution and increasing the threshold. One negativ point is the datasize. If you double the resolution the size is around 4x bigger. That everybody should keep in mind.
But it's just a guess. We have to ask blender development 😂😂😂
@@davidkohlmann The reason I guess is I think something abuot how supersamling works. Like if you have a 720*1080 screen but then you play a 360p video on it, then the pixels in between will filled with kind of some guesswork. But if you have play 1920*1080 video on the same screen then such pixel colour can be predicted in a much better way cause there is more information available. I may have messed up some details and this is probably a really bad explanation but I hope this might have helped.😊
This does not sound like a correct answer.
Isn't this also how RTX cards work? Lower precision, denoising and upscaling algorithms for certain filters etc? We've come a long way from brute math on older hardware to incremental "good enough" approximations on much faster hardware.
that is because 1 pixel of a lower resolution image (say 720p) occupies the same area as a higher resolution image (say 1440p) yet having higher resolution have more pixels, therefore denoiser has more information to figure out how the denoised image should look like. basically kinda like more ppi (pixel per inch) you have, the better the denoising quality
I don't even know what emotions I'm feeling right now....Thank you.
No problem, Iam happy if it was helpful.
I had to leave a comment for you David, because I tried your method on my blender file and my jaw dropped after seeing how much faster files render. Plus I can up the resolution and still get much faster render times than the original lower-resolution images. This is a brilliant find. Thank you for not keeping it to yourself and taking the time to share your findings.
I discovered this two decades ago in LightWave! The noise reduction is a God send and one of the things you can also do is switch off caustics and reduce the number of light bounces from the ridiculous 1024 to say 7, 3 would do!
on the lights you mean?
Ahhhh Light wave. Memories...
I still have a working copy of Lightwave somewhere. I first used to use it on my Amiga 4000/060
Omg dude, my individual PNGs with transparent backgrounds were going to be 16 minutes each frame. They are now about 10 seconds at 4K and they look really good. Thank you!!!
Holy crap! That's the best bit of Blender knowledge I've seen dropped in years!
Just tried it on a fairly complicated scene which was taking nearly 55 minutes to render (i9 64GB RAM, 3090 GPU).
It took 1 minute 54 seconds. No discernable difference in quality.
That's sick, congratulations
As a blender newbie just trying to take in as much info as I can this is one of the most helpful videos I've come across so far!! Just wanted to say thank you for sharing
Man I gotta get back to Blending. Your tip reminds me of the quirky settings in Stable Diffusion (making acceptable compromises for average GPUs). Kudos for finding this workaround. Lower render times are a game changer!
Holy, you're a damn lifesaver. Cut down my rendering time on my 30 second WIP animation from 18 hours to 14 minutes. Goddamn. Thank you.
Wow, this is amazing!!! Nearly can't belief the improvement. Many thanks.
Wow, that's a great tip! My 3D PC is old and slow, and I mostly render things for previews. This will improve it a lot :)
Yes. I had to fiddle a lot with it and couldn't figure out what happens and drove me crazy.
The reason why it is way better at low samples is because the denoisers were trained on samples that has adaptive sampling turned off. When you enable it, the denoiser cannot find the same patterns. These errors are multiplied as the sample numbers are increasing.
Thats nice to know. Merci :)
You just saved me so much time on a project I need to output 600 images. Amazing. You are the man.
i keep coming back to diese video, it's great settings! thank you for making it
my render time for a car model went from 7 mintues to just 23 seconds. That was really helpful.
Nice to hear that.
This is good information for if I ever get into blender. One of my major reasons to not getting into it (other than sucking at animation) is the extreme render times. But since I never plan on making animations this detailed, it'd probably be worth for me spending some time in it for ultra fast rendering.
I have potato laptop and bigger scenes are almost impossible to work with. I used renderfarms for final rendering but now I use a cloud computer. So much more fun to learn, when everything runs smooth and also much lower cost.
Another setting to play with to lower render times is the light paths option, by default its light bounces are setup as:
Total 12
Diffuse 4
Glossy 4
Transmission 12
Volume 0
Transparent 8
But, if you have no complex materials in the scene such as see-through glass etc, you can remove those bounces. There are articles to explain better because I barely understand the values. A word of warning, if you're using the principled hair BSDF it won't display right if you change these values, instead appearing far too dark.
Thank you for the tip! Can't wait to check it out
This really worked for me! I rendered it without this method and it took at least 2 minutes but with the method, the samples stopped at 32 with a 100 max sample and it rendered out awesome. Thanks for the assist 👍😁
Thank you. This is very applicable to my current project.
In my case I never adjusted the "min samples" values, always used the 0 value. And now I did a test and configuring the min samples to 8, this speeded my render a lot. (30%)
Wow, going to try it
@@chileaus I did a test now in Blender 3.6.1 using Cycles and only CPU, the default cube scene with default settings, render with 36 seconds in my computer. Changing only the Min Samples to 8 the render time now is 22 seconds.
Thank you so much brother, i thought i would never be able to render a proper 2 minute scene on my pc, but now i know i can!
Thanks for the video, it definitely helped with a project I'm working on. I did some testing, and this synergizes with Min Light Bounces and the denoiser in the compositor. It adds a bit of time (in my scene, 29 to 33 seconds, down from a 3 minute full render), but the quality is dramatically better. You don't need to go any higher than 5 on the min light bounces, and the denoiser should be set to accurate.
Yo, your render and project look amazing !
Here would be an advice about the composition for the "colors/lighting" that you DONT HAVE TO take, it's just something that i thought of...
I think it would look even better if it was more bright. what i mean is that the image is really really dark and it would probably be insane with puddles to equilibrate the lighting between the top and bottom of the image...
Anywars, great works, it looks insanely good
Hey man, thank you 🙏
Also for your words and of course it's maybe a bit to dark. But iam not done yet and I will keep your words in mind ❤️
Appreciate that!
Nice tip here, thanks, and another thing you can do to improve your render speed and I saw a lot of people doing it wrong is that if you have a good RTX GPU, you need to disable CPU in Optix section in system settings. People think that combining the power of both CPU and GPU will make render faster but this is not the case and this is totally wrong at this point if you have a RTX card like 3080 or even better 4080 or 4090. The theory behind this is that RTX cards have a feature called RTX acceleration which is specialized for raytracing and you need scene data to be stored in VRAM to make that happen. If you check both CPU and GPU in Optix section, then CPU comes in play and it requires data in RAM which prevents GPU to access data directly in VRAM then the GPU will not fully be utilized and RTX acceleration will be disabled on hardware level. I have a ryzen 3950x and a RTX 4090, by unchecking CPU in Optix scetion, I gain 2x to 3x speed improvement on average. This is one simple button click magic and many people just don't do that, if you haven't, you can try it.
Yes, it is true. I also noticed this feature last month. I disabled this option for my rtx3060 and it makes my render much faster
@@PoMkAc27 I just knew this accidently. I previously worked with Octane render engine and the community highly demand CPU support and the developers stated why they stays tightly with GPU only and explained the basics of RTX acceleration to us.
XD never thought about it and never tried it without CPU. Thanks man, I will try this too.
It depends on your scene. If you have a large scene with tons of verts, materials, light sources etc. it will render much slower just using the graphics card. In fact blender couldn't even render the scene without crashing on my laptop with the cpu disabled and I have an rtx3080.
@@andrewmcintosh9832 as I said above, the Vram size is crucial to RTX acceleration. You got crashes mostly because of 3080's Vram size is 10 or 12GB, if you render from 6 to 8k res with a lot of textures, then you would see crashes very often. But with 24GB built-in Vram, 3090 and 4090 could handle much better and if you render with 3090, you would probably not see crashes so often. Also, you may need to check the GPU driver, studio driver is always preferred over game ready driver and sometimes newest driver may have some bugs or stability issues. But other than that, optix mode will render much faster than CPU mode
This method worked very well for me, thank you.
Thanks for this awesome trick!
My render went from 5 days to 2 and a half days
Lol
Looks amazing!!! And also thanks fro the tip.
Low noise threshold give better quality with less noise but it also create stripe of different noise level. Then the denoiser can interpret these as important detail and keep them and it makes the image worse. So when you go to 0.5 threshold there is more noise but it is even and the denoiser work better in these condition.
Also the min samples... If you leave it to 0 then it automatically render a lot of sample before starting to test for the noise level. So it can waste time on part of the image that are already OK. So it is not a bad idea to test with a low number to see if the quality is good enough. This can sometime cut render time even more.
Man you just save me a lot of time in a project I was working in!!!
I have an avarege configuration and this detail was really very helpful... Great thanks👍
Brother you saved me 😢 because when ever I tried to render a heavy project either my Laptop dies or my blenders goes to heaven but now it's working fine and quick 😮
Damn, thank you... I was struggling with render time with an animation just like you. I was going to render it like in 3 hours. But now i am able to do so with higher res but 1 hour
Thank for sharing ! this will save me so much waiting !
noise treshold is only used for optimization, it just disables render on certain part of image that noise level lower than treshold.
you can disable noise treshold if you render equally noisy at any part, and set something about 250 samples. noise treshold evaluation is consuming some computational powers itself.
Sometimes 64 samples is cleaner than 1024 with high noise treshold with same time.
and use fast denoiser also if you want maximum render speed.
I love hese kind of tweaks I did not know about this. simply use the densoise check and set up the rest in the compositor to compress my render time enormous.
There are many options on how to optimise the scene. You did it nicely.
Also consider temporal denoise feature included in blender. It makes animation even better by removing denoise flicker.
there is turbo tools addon. That makes rendering even better and faster worth the money and time.
Uuh thats also a great tip, thanks for sharing this too
what is that turbo tools plugin? I would like to try them. Now I have jobs that consume a lot of rendering time.🙏🙏
K-cycles works fine for me! I must render often 2 images for vr and with not much samples you get much detail!
For twmporal denoise, is that the optix or intel denoise? Is it something else? Haven't heard of it
@@njdotson seems like, as SouthernShotty said in his video about "secret cycles denoising feature", this option is only for Optix
you're my hero! love this!
Thank you for sharing this!
I just tried this tonight (after waiting a loong time to get my new memory and GPU) and getting to a point where I wanted to try a proper render. I rendered a butterfly model with HDRI for lighting and background at 2K resolution I think or double whatever it was at and used the 1.0 noise and 1024 samples. It rendered in like 7 seconds. Was large and looked nice. I used only Optix GPU, no CPU. So... I don't completely understand the best ways to do various things but this seemed to be very fast with only a butterfly and sphere and HDRI and nothing special like volume etc. thx!!!
Thanks a lot - this is just what i needed!
THank you so much, it saved me from a lot of headache
I can't belive my eyes!! THIS IS AMAZING, THANK YOU SO MUCH! 😭😭
Great, hoping making a complete tutorials ou workshops in the future
This is incredible! Thanks for sharing
of course, thank you
THANKS! This actually works!!!!
I have a store with shelves full of hundreds of items. What took forever to render is now 75% faster to render.
No way man, thanks for sharing this trick!!
Great idea, I'll try it
I do not know how to thank you for this video it was spending from me to render a photo 2 hours but after this it took just 2 minutes thanks sooooo mush
Thanks for the tutorial !
Yes, and you can also do something like 0.05 to 0.1 and 4096 samples (to avoid to double the resolution and min samples 16), with ODIN and after a pass of OPTIX temporal and it's good. Nice video.
Thank you for your tips too. Appreciate it if other people can add additional informations 😊
ODIN?
I would advocate for doubling the resolution anyway. In my own tests, doing so and lowering sample count had way better image quality for negligible performance differences, even after downscaling back to 1080p it looked significantly better than natively rendering 1080p.
@@ExplicityDesigns It's the Intel open image denoiser.
@@Jofoyo Normally I compute with the preset I wrote upper the half resolution and upscale the result with AI.
Good one buddy. i was taking to long to render, you saved my ass hahaha
Großartiges Video, ich wollte immer Animationen rendern doch es hat immer ewig gedauert. Bei einzelnen Bildern war das nie ein Problem so lange zu warten aber bei ganzen Animationen mehrere Tage oder Wochen zu warten und dabei nichts an meinem PC machen zu können war die Hölle
this changes EVERYTHING
Bro, you are a freaking life saver
You earned my respect brother
You are an angel! Thank you so much!
This saved me so much time! thank god for you man
The reason why I made this vid 😍🙏
I do this, also i make the frame range 2 steps, then use Flow frames to fill in the missing frames. Results look pretty dang good.
this sounds genius, I’m going to try this!! thanks
Nice one
For my short, low budget renders, I usually up the samples a bit, and just turn off noise threshold. It works for my use case.
Thanks for the video it helped me a lot.
THANK YOU SO MUCH. You saved me millions of hours😭❤❤
I found this myself recently, very cool
This is actually insane. The crazy long render time was one of the main reasons I quit
totally agree - might pick blender back up after moving on to unreal due to blender's complexity to use and most importantly, the 'eternity' to render even short clips..
Thank you for the tutorial
Terrific! Thanks.
This really works 🤑 THANK YOU
Woow i should definitely give this one a try
This is very useful, thank you
interesting now I want to try it
greatest blender video on earth...
Thanks for sharing. Very helpful.
Of course ✌️
This is mostly my preferences too
Threshold: 0.5
Max Sample:256
Render 1080p and scale up
Render 24fps then I use Flowframes for Interpolation to 2x framerate, it smooths the animation
Nice, thx for sharing additional informations. I will try it out too.
i recently also started to use flowframes to get from 30 to 60fps and it makes everything super smooth. it's funny cause i had installed it a while back ago for exactly that, but then totally forgot about it ^^
you're the best, my shit went from 10 minutes to 1 minute lmao
Very interesting, thank you for sharing !
It was a pleasure for me✌️
Thanks. This is a great tip.
it damm works... :O of course not gonna lie if u watch super carefully like in interior you lose some sharpness etc but the difference isnt that much and you need to compare them carefully which is 20 mins and wich 30 seconds :O this is LIFE CHANGING
Thanks. I believe it works for me
I did Lego animation that took like 3 minutes every frame now it’s take a 1 minute. This saved me from leaving my PC on the Whole day
Sehr gut. Werde ich gleich mal testen.
Thats a really strange and extremely cool animation
🥇 David, I did not believe you at first. I tried it on my end, oMG 😳. In fraction of a time, my render was finished. Thank you for this video.
I also couldn't believe it when I typed in the high threshold. I mean it was a mistake and I just watched my screen and my brain tried to figure out what happened 😂😂😂
thank you so much
I'm lucky to find your channel ...
🎉🎉🎉
Wow! I've got to try this.
Pro tip, every time you double the resolution you can quarter the samples, and if you combine this with the Turbo Tools addon, you can actually use around a 3rd of the samples you would otherwise need, allowing for a further 3 x speed up👍
I love Turbo Tools, and often use it with the technique shown in this video ♥
@@virtualviews8271 Awesome, and with Turbo Tools, you don't actually need to double the resolution to get good results fast, but like you say, Turbo will always allow you to use around 3 to 5x less samples in most scenes, no matter which rendering techniques you use 👍
@@3d-illusions Disclaimer: You are the maker of Turbo Tools.
@@0zyris yep, it has my name and profile picture on the addon and all videos 👍
i did this as well for the last few weeks, increased my productivity in blender that now i'm running out of ideas because of how efficient it is now lol
Lol that's one downside of course 😂
mmm.m I am lagging, I never thought of this - but Thank you..
I have a question though, do you render your animation as a PNG files and then compining them afterward?
You're welcome. Yes for my final animations i use PNGs and combine them afterward. But for test renderings i chose a direct video format.
Thank you so much for sharing this information!🥲❤️Helped on my first client project!
Thank you so much. I am a filmmaker and enjoyed watching your animation but wanted to offer this thought: While your camera angles where quite exciting they totally give the game away that "it is not real." No "physical" camera can pull off those moves and thus the illusion is lost. Yes, you can get all of those beautiful angles, but only by cutting between different cameras. You could improve your result just by cutting in the edit, it would be much more convincing and thus more exciting. Lots of cuts is what makes our eyes flicker, it excites us. Thanks again for the tip on render times. I will be trying that today.
I'll keep that
I just tried your settings for rendering and the result is excellent. Many thanks. I went from 5 minutes down to 1 minute on the frames I am working on with no quality loss. So I could now double my sample rate and still be less than half the render time!!!!!! @@davidkohlmann
Thanks will try this soon!
No problem, hope you'll get some nice results
thats a great tip thankyou.
i have one tip that will increase realism... make the windows less shiny.. just walk out on city and you will notice that window lights are way more dimmer.
Thank you sir. Excellent
of course :)
Good work you have
If I understand this, This is kinda what I do for still product renders - very low samples (less than 16), strong denoise, very high resolution (10,000+ px). Gets me a pretty fast render.
thats amazing thanks