Every Possible Way to Render Faster in Blender - Ultimate Guide

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every practically possible way to render fast in blender well let me tell you that you can render an image which takes 1 hour to literally 1 second but the quality you see is barely usable this is where the question comes about practicality so this is what the video is about so without wasting time let's get started so starting with the most obvious one reducing polycount any model that you have in your 3D scene consist of polygons in this scene you can see there are 3.3 million polygons you can see this by right clicking at the bottom and show scene statistic so this face is one polygon so the more polygon the slower it will render so usually we use the subsurf modifier to smooth the geometry but a single subdivision increased the poly count by four times so set it to a minimal level possible until it makes a drastic change if it doesn't make change at all it's better to remove it so you can see just by reducing one level of subdivision of all objects I have managed to get 1.3 million polycount but let's say that you are not using subsur modifier but you still want to reduce the poly count so you can use the decimate modifier to reduce it and you can see the number of polygons the model has so this bar is like a percentage reducing it will reduce the poly count but don't allo it because it down great quality applying it will take changes but your topology will get messed up so keep that in mind texture resolution is another most forgotten aspect when it comes to rendering but what is texture resolution exactly well when you download a texture from the internet you can see the sizes like 1K 2K 4K these are texture resolutions the higher it is the higher it will take GPU memory and the slow render times and four times the difference between the memory memory of this resolution so usually I use 2K texture using 4K or 8K is no brainer for me and my system and you can barely find any difference in 2K and 4K unless the object is very huge but let's say that you have a texture that is really high rise and you want to downgrade it well it is possible in blender in shadding tab you can select a texture and it will appear in the image editor then click here and click resize and divide it by two that's all you can assign it a shortcut as well I have set it to numpad asteris well it's a bit time consuming optimization but it's worth it whether you are using particles or Geon noes the more instances the more time it adds up to the render time so it's obvious to reduce the number of instances in the scene or only spawn instances where only the camera can see uh you can even create two Geon nodes or particle system where one will be in the foreground with higher density and one will be in the background with lower density disabling Shadows is another way to reduce render times this is useful when you have too many tiny objects but their Shadows are not contributing to the overall scene you can disable Shadows by selecting the object and go to object properties and under Ray visibility uncheck Shadows I generally do this to the objects that are far away from the camera let's say that you have an object that's like a concrete or any manmade stuff will it be transparent or shiny of course not same thing is used to happen in our 3D scenes you can see that this object is contributing to the glossy and transmission pass which is clearly unnecessary this create complicated calculation and thus increases surrender times turning the unnecessary passes off will help really well for those who don't know FPS means frame per second but I know that everyone knows it uh FPS do matter in render times how let's see say you have to render a 5sec animation so if you were to render it at 30 FPS it would take 150 frames to render but if you are rendering it at 24 FPS it would take 120 frames to render consider that one frame takes 1 minute so you have saved half an hour on the animation so before rendering any animation ask yourself if it's worth rendering at higher FPS always bake all the simulations or rigid bodies this will help in Faster processing for renders thus will have significant difference in the render times you can do that by selecting the domain and go to bake and set that to all and select the frames and hit back for rigid bodies select the object and go to object dropdown and select back to key frames well this might sound a little bit odd but metallic or glossy materials take more render time than a material with roughness this is because it has to calculate Reflections so try to use as much rough materials as you can while creating a 3D scene we test many different materials objects and whatnot but do you know when you delete them they get stored in the blend file and hence take more memory kind of like a recycle bin which makes the overall scene slower so to delete those unused data go to view layer and select orphan data this is all the data that is not currently being used so to delete that scroll to the right and click Purge and all the unused data is now gone transparent materials are lot difficult to render as compared to normal material so try to minimize the use of transparent materials if you're using images as planes then you can cut the image with the knife tool and remove the Alpha from the bsdf subsurface scattering is another material that is a lot harder to render for Cycles subsurface scattering actually acts like a human skin which can let light inside it and make this really great looking effect but at the cost of time if it's really necessary try only using it for the main subject of the scene the more lights you have in your scene the more calculations Cycles has to do hence increasing render times also the higher the intensity of the light the more time it takes so this is not very significant but it does matter and you will be surprised that among the four lights we have in blender Spotlight renders the fastest I I think this is because the smaller spot area of the light so if you are not used to with Spotlight give it a try I don't know why but every render engine in this world has this weakness where if your overall scene is white it will render slower and if your overall scene is black or darker it will render a lot faster you can even see in my viewport that the scene with white color takes 3 second to den noise while the black one does not even take 1 second and also do not use a perfect white color because it's a lot harder to render and also perfect white does not exist in the real world let's say you have object with X number of polygons and you want to duplicate it so you will press shift d and you will see the amount of polygon have doubled as well actually there's a way that you can keep the polygon same while maintaining duplicate objects so instead of pressing shift d press alt d and you can see that polycount is still the same well this duplicated object is known as instance the only downside of instance is that if you edit any instance it will edit all instances at the same time so I recommend instancing only when you are completely done with an object that you will not edit anymore this could be a little bit obvious but for those who don't know GPU renders a lot faster than a CPU so if you have a GPU then go to edit preferences and system you can see here gpus of different configuration I have an RTX card that uses Optics so I will select Optics and most of the Nvidia cards works with Cuda so you can select that you can find more info on the internet the only component you need to upgrade to render fast is GPU well that's completely wrong actually RAM and processor plays a huge role as well when you have many modifiers particles or simulation they are being processed by the processor this can be seen when you hit F12 to render you can see text like synchronizing object or calculating BBH appearing for some time and sometimes it took me 1 to 2 minutes just for processing so a higher Ram can handle scene better and a great processor can do the processing jobs quickly hence decreasing the render time so keep that in mind adaptive subdivision is a method that creates detailed subdivision near the camera and less detailed subdivision in areas away from camera this helps in optimal subdivision of the object which decrease render time significantly and if you're using subdivision surface quite often to enable that go to render settings and change that to experimental now you will see that every subdivision surface modifier has an option called adaptive subdivision check that box to enable it now this noise threshold is a game changer but if used wrong it can destroy your renders but what is noise threshold exactly so noise threshold is a value that acts as a filter that allows noise to be render which is above its value and blocks noise that's below it in simple words the higher the noise threshold value will be the worse quality you will have but will have quicker results and the lower value the better quality you will have but the longer it will take to render higher values are generally useful when the scene is really simple with no complicated Shadows no volumetrics Etc but with much more complicated or realistic scenes higher value can give pretty trash results especially while rendering animation and honestly speaking I never go above 0.05 uh you can go higher but I don't recommend that generally for me 0.01 is usually best sample count is the number of quality steps taken to finish a render a lower sample count will give blocky and painterly look which is awful of course the more sample count the better quality generally for steel renders I use a sample count of 1,000 and for animation I use sample count of 500 but in some cases of rendering environments I have to go to 1,000 samples for animation because sometimes a lower number introduces glitches and flickering time limit is the time limit of render time excluding the processing times so you can set the timer to be let say 50 seconds and it will render the image in 50 second or less if the samples are rendered faster so this is quite handy in some situations in blender there are two ways to denoise a render open image denoise and Optics denoiser if you talk about speed Optics denoiser is way faster than open image denoise but in terms of quality I think open image denoise has the upper hand but don't worry that's not a significant difference I myself used Optics 90% of the time fast GI approximation is actually a pretty good option to reduce render time GI which means Global illumination is a process that simulates indirect lighting for more realism so fast GE approximation does the GI job as quickly as possible and do not underestimate this feature in some cases this can be a game changer so to enable it go to render settings and under light paths you can see it's here now if you enable that you can see that the scene gets a little bit darker in some cases it's not even visible so if it does not bother you you can get a significant render time Improvement fog AKA volumetric is a great feature in blender that's allow you to create lifelike atmospheric effects but at the cost of super long render times so if you're rendering a scene that is rendering really really slow and has volume well the first thing you can do is to delete the volume object an alternative to volume can be the Mist pass using the compositor in blender or using a plane with a gradient texture is also great option I often use but let's say that you still want to use volum Atrix well there's an option to optimize volume as well in the render setting under volume you can see the St rate the above one is for render and the bottom one is for viewport so the higher the step rate the lower quality volume you will get and hence decreasing the render times and lower number will increase quality but increase render times now in my experience if you're just doing a steel render you can increase this tape rate all the way up to 10 but if you're doing animation try not to go above five as it can introduce flickering volume this is a nice little handy option for rendering volumes faster but this only works when you are not animating the density of the fog or adding any texture to the density you can find this option in the material settings and under volume check homogeneous volume let's say you have a super complicated procedural material and because of that you are getting longer render times so it will be best to just convert it into a texture and apply it to the object right yeah of course this is known as texture baking texture baking might take a little bit effort but it would be worth it if you are rendering animations do do you know that you can transfer the detail of a high poly object to a low poly object thus reducing poly counts and increasing performance at the same time well you can watch my video on this on how to do that and I promise it's really great the simplify tab is great as it can put a limit to the subdivision texture and particles of your scene you can find it in the render settings and check simplify option in here you can see see a couple of options so let's say that you have many objects in your scene that has a subserve modifier but you want all of them to be rendered at a subdivision level of two so you can set the max subdivisions to two so then if you render your scene all the objects will be rendered at a sub level of two and same for the texture resolution and for particles as well I know it's hilarious to think that even a file type matters when it actually does blender gets a hard time while saving PNG images instead if you save your images as Tiff or exr it will save it quickly but TI and exr have large file size so if you have storage issues take note of that motion blur is kind of a trail of an object that is moving fast this creates a realistic effect of motion as it also happens to our eyes but it does increase a little bit render times which become significant while rendering a whole animation Instead try using Vector blur in blender's compositor and you will easily find a tutorial on it on YouTube persistent data is a bit hidden in blender uh that is useful for rendering animation what it does is it calculates all the prerequisite data of the scene in the first frame thus leaving the other frames rendering effortlessly this can make a huge difference in render times with longer animations I recommend to have it aable if you're rendering animation and also it takes more memory usage than usual so you will not be able to use other programs while rendering reducing modifier count can speed up the early process of the renders so if your object is finally ready to render you can apply the modifier that will relief blender from memory usage or sometimes stacking up modifi can lead you to run out of memory the hdri we use to light our scene can have huge difference in render times normally I don't use hdri for backgrounds because I use images so going over 2K will be a no-brainer for me so I will say it depends on your needs but generally 2K is a baseline if you are using materials with displacement it's most likely to increase render times to optimize displacement you can either use displacement on a particular area using Vex group in the displace modifier or use parallex displacement which we also call bump only displacement let's say you want to duplicate the whole collection but as with duplicated objects duplicating collection will also double the amount of data and memory in the scene so just like we were using object instances you can use collection instance to save memory and render times to add collection instance go to add uh collection instance and select the collection you want to instance iate also if you make any changes to the original collection same changes will take place to all instances and also collection instances are non editable subdivision dicing rate is the value of subdivision detail of adaptive subdivision you can see this setting if you have turned on the experimental feature in blender and under subdivision drop down you can see the value in actual render is eight times lower than the viewport the lower number the more detail so if you're satisfied with what you see in the viewport you can set the render value to it as well thus reducing render times rather than making the whole background yourself from scratch you can use background images or transparent image planes to create your background not this only decreases render times but saves you a lot of time as well and in my experience no one can even notice that they are images same as backgrounds instead of using smoke or fire simulation s you can use transparent stock footages to save render times to import footage as you import images as PL do the same just instead of a photo select a video and that's it well this is quite rare in some cases but overlapping geometry can create long render times because the light bounces inside them many times which creates unnecessary calculation and if there are many of them then it could lead to disaster so avoid overlapping geometry light path indicate the maximum number of light bounces in the scene which are separated by each material characteristic you can find this in render settings under light bounce drop down so the total bounces indicate the global illumination the higher it is the better Global illumination it will have diffuse indicates the color bounces glossy indicates the reflective bounces transmission indicates the bounces of materials such as glass volume of course indicates volume and transparent indicates the quality of transparent objects normally you won't notice the difference if you set the bounces to six and if there are no glass or transparent objects in your scene you can directly set them to zero these settings depend on your scene so try testing them now if you scroll down you can see cos stics which are really really performance heavy and 99% of the time you will never use this and even if you want to you can create fake costic which looks like real cosics so just disable it so that's all the practically possible ways I think of f render times definitely tell me in the comments if they worked out or not and I will see you in the next video bye-bye
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Channel: Bro 3D
Views: 6,516
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Keywords: rendering, blender, rendertime, blender cycles, make cycles faster, make cycles render faster, blender rendering tutorial, blender render settings, best render settings blender, blender render tips, blender 3.0 render tips, cycles x render settings, cycles x render tutorial, cycles x cpu rendering, blender cycles x render settings, blender cycles render settings, blender cycles render, blender quick render, tutorial, cycles
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Length: 20min 51sec (1251 seconds)
Published: Thu Dec 28 2023
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