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@travissmith7471
@travissmith7471 3 часа назад
Very helpful. Thanks for sharing.
@travissmith7471
@travissmith7471 3 часа назад
Thanks for sharing. I am putting together a new project that uses SVG to 3D.
@albyt3403
@albyt3403 3 дня назад
I really wanted to subscribe, the editing and content is really good but this god awful ai voice is unbearable.
@therealKrak
@therealKrak 10 дней назад
I don't recommend using denoise for animations, especially when using volumes in scenes as clouds or mist.
@DarkHarpuia
@DarkHarpuia 12 дней назад
I find it super helpful to increase the minimum number of samples particularly in scenes that have an overall darker color scheme, and lots of shadow. I had an indoor scene where my max samples were only about 128 (for animation), but because the minimum samples were set to 0, Blender kept undersampling the darkest areas, leading to some really weird denoising. You can set your noise threshold actually fairly high if you up the minimum samples, because then even darkened areas still get enough samples that the denoiser doesn't have to guess too much on them, leading to a smoother color gradient, instead of weirdly mushy shadow interiors.
@MateoTeos
@MateoTeos 12 дней назад
Showing denoise difference with RU-vid's quality is not a great idea, mate.
@samk2407
@samk2407 13 дней назад
So does this mean it's now better to render each frame as a whole frame. Because back in the day you were supposed to break it up into smaller chnunks. But it seems like adaptive sampling would be less effective with that technique
@wendysburgers4326
@wendysburgers4326 14 дней назад
ADJUST NOISE THRESHOLD NOT only resolution and Sample Count.
@oyora
@oyora 14 дней назад
04:30 I could be wrong but I think if the min_samples is set to zero this is how it is setting the min_samples: const int min_samples = (int)ceilf(16.0f / powf(adaptive_sampling.threshold, 0.3f)); adaptive_sampling.min_samples = max(4, min_samples); so unless you set the threshold to zero the min sample number shouldn't change based on the max sample count. but then the adaptive_sampling itself is doing some quirky bitwise operations (that I don't want to think about now 😊). at first glance I assume that probably changes the stopping conditions so that it will process more samples which from the user's pov feels like a higher min_samples. -idk xD
@galvinvoltag
@galvinvoltag 14 дней назад
I just render in the lowest sample rate with "good enough" noise, apply denoiser and use a scene grease pencil to keep the sharpness. I am just lazy so I use render artifacts as my style. It made my job a hundred times easier that I may return to RU-vid at some point idk.
@arcatheone
@arcatheone 14 дней назад
me watching this in a high end laptop (I dont need it)
@vrstate
@vrstate 14 дней назад
But one problem thou, i personally usue sample limit at just 128, and if it gets blurry due to denoise i tend to just render the scene at a higher resolution like 4k or even 8k, it tends to clean just as good as havingn the base 4069 base sample count that blender uses but is way faster
@jellybeanz3405
@jellybeanz3405 12 дней назад
Ooh that’s a really good idea 😮
@MartKart8
@MartKart8 14 дней назад
I rarely use Cycles as I've noticed quite a few creators, keep recommending cycles, like Pixxo 3D, his videos are great, his graphics card is always compatible and he always when making textures goes with the highest possible textures he can do, with the latest versions of Blender , just Cycles doesn't work to well with me. Ryan King is a good one, as he will use both Eevee and Cycles, and shows different ways to get textures to work in a similar way to Cycles, and ways to make sure your computer doesn't struggle with rendering.
@-fat
@-fat 15 дней назад
That’s not a Boeing 747! 😡
@lavatr8322
@lavatr8322 15 дней назад
I need to Try and Error until i see what works best for a particular project
@ettiSurreal
@ettiSurreal 15 дней назад
when using denoise oftentimes you'd want to disable adaptive sampling outright, as non uniform samples will confuse the denoiser and make it effectively hallucinate detail and create strange artifacts
@theftking
@theftking 13 дней назад
This 100%. Usually in darker scenes with out of focus details. Usually you can resolve this by adding a minimum sample count though, so it samples uniformly at the start, the adaptive cleans up noise.
@darko.v
@darko.v 13 дней назад
Had this happen on a cloth/fluid sim
@DGscene
@DGscene 12 дней назад
it also frequently throw up volume scenes
@petebateman143
@petebateman143 15 дней назад
They even renamesd Samples to Max Samples to make it clear it's not the same setting as pre 3.0 Cycles. And yet the "reduce samples" mantra has not changed on Reddit, it's the ancient "wisdom" that just won't die.
@XirRalph
@XirRalph 16 дней назад
I am a little less confused now. Thank you
@christiancouture1947
@christiancouture1947 17 дней назад
I have Blender 4.1.0 and I had 5 of them available in the preference. The other 5 were missing unless we have to download them? Those 5 addons that were missing are: Easy HDRI, UV Squares, Blender Kit, ImagePaste and FSpy. Thank you very much for this video. Looking forward to seeing more of your good advices.
@CGTorus
@CGTorus 17 дней назад
That's right, you have to download and install them. In the description, you can find direct links to the addons 🤓
@Undy1
@Undy1 17 дней назад
Through a lot of testing I found that noise threshold very often produces inferior results than just an equivalent render time without it - and that's especially true in scenes that are inherently very noisy across the entire image (like volumetric heavy scenes). That being said noise threshold is incredibly useful if there are parts of the scene that require a lot of samples and other parts that require barely any at all (for example a sky, hdri or just transparency). It's possible that this is because I never touched the minimum sample value and perhaps Blender is setting it too high as you said in the video - knowing that information now I will be trying to set the minimum samples manually to something very low like 32 and see if that helps. Still it's weird when I have a scene with a noise threshold set to some value and then the renderer proceeds to leave some areas pretty noisy and then spends more time on areas that are already clean. It feels like it's working pretty much backwards, but again, that might just be me.
@GANONdork123
@GANONdork123 15 дней назад
It probably has to do with how Blender detects noise in the image. I remember seeing a paper on adaptive sampling and from what I gathered, it uses a special pass for detecting noise rather than analyzing the final combined render. This pass doesn't take into account variables in your scene that increase noise like small light sources or subsurface scattering. I can tell for a fact that SSS noise isn't being taken into account because it's consistently always noisier than almost everything else.
@The_Orgin
@The_Orgin 17 дней назад
0:28 You should have said holy grain
@phillhart2990
@phillhart2990 17 дней назад
This is a really well thought out and informed vid. May you have many many views! Thanks for sharing and taking the time to put this together so well. Your efforts to make it understandable have truly paid off, I can promise you.
@DisgruntledPigumon
@DisgruntledPigumon 17 дней назад
3:20 time is the same
@aliosanlou4425
@aliosanlou4425 18 дней назад
Based on my underestandings , noise threshold is the aspect ration between Signal and noise , for example a value of ( 1 ) noise threshold means the aspect ration between signal and noise would be 50% , 50% , so if u decrease the noise threshold , you will increase the aspect ration of the signal compared to the noise , so u get higher quality image
@Lucas72928
@Lucas72928 17 дней назад
The noise threshold is the maximum variance accepted for each pixel, it's not a ratio
@aliosanlou4425
@aliosanlou4425 17 дней назад
@Lucas72928 i dont quite underestand what you mean That is stil aspect ratio aint it?
@Lucas72928
@Lucas72928 16 дней назад
@@aliosanlou4425 aspect ratio is a measure of how stretched a rectangle is. "Ratio" is just a division. The variance is related to probability and it's not a division
@TiagoMeraki
@TiagoMeraki 14 дней назад
adaptive sampling (aka noise threshold in blender) stores half the samples in a separate buffer (a separate image if you will), meaning there's now two versions of your render in memory: one with all the samples (cleanest version) and one with only half the samples (noisier). the pixels of the two images are compared, and when the difference is lower than the value you set in the "noise threshold", that pixel stops being sampled
@slimeball3209
@slimeball3209 10 дней назад
​​​​​@@Lucas72928 it is a ratio, if noise is 1500 and noise treshold is 100, you doing 100/1500 to decide how many samples you should reduce in this chunk of image. in this example this is 0.06 aka 6% of samples. if it is 100/100 then you have 1, that means 100% so render in this region is ended. it is really bad for caustic, it creating lumps of caustic pixels because caustic noise is spatially bigger than other noise types.
@aashinsiby2484
@aashinsiby2484 18 дней назад
thank u boss
@kelajuan_
@kelajuan_ 18 дней назад
What a coincidence, just two days ago I watched your sampling video and was waiting for the promised noise threshold. Thank you!
@minhvo.
@minhvo. 18 дней назад
thanks, very helpful
@serioussaad
@serioussaad 18 дней назад
Very helpful information thank you !!!
@AnimeEye1
@AnimeEye1 21 день назад
Can you please drop a tutorial on texture projection mapping and texture painting? In blender 4.0
@nathaliamaia6933
@nathaliamaia6933 29 дней назад
I had a problem in UV part .. the part of the UV ai scaled and rotated, shitf the procedural ball texture and I follow step by step :/ Idk how to fixed :(
@EmpireAnimator
@EmpireAnimator Месяц назад
It's the best video to speed up Cycles render 🎉 you explained it very clearly ❤, Thanks for your Research
@hjvhjfv6320
@hjvhjfv6320 Месяц назад
This is very helpful, also you sound like Stavros Halkias.
@groovynelson1575
@groovynelson1575 Месяц назад
I always appreciate things to know like this. Like relearning the basics? Anyway I don't care how long it takes me to learn Blender, I just want to learn. Thank you very much.
@Btomaek
@Btomaek Месяц назад
The voice sounds off to me, it’s a bit hard to focus on what you typed
@basspig
@basspig Месяц назад
You can simplify the first step by just simply going to the object add single vert menu. And then extrude from there.
@adityatiwari3646
@adityatiwari3646 Месяц назад
Thankyouu😔
@reddy6024
@reddy6024 Месяц назад
Bro I am having 8gb Ram 64 bit and an SSD and I want to build basic hard surfacing models can I go with my current configuration do I need to increase more,
@xouzouris
@xouzouris Месяц назад
Did you make this example scene? If so, where did you find the textures?
@maulanaaldhira4539
@maulanaaldhira4539 Месяц назад
How to render in little block like that?
@CGTorus
@CGTorus Месяц назад
In the render section, there is a part called Performance. If you open it, you will see a value called Tile Size, which is set to 2048 by default. You can set it to any value you want, but I recommend multiples of 2, such as 16, 32, 64, 128, etc. Reducing this value usually decreases the rendering time (only a little bit)
@osatoharuna
@osatoharuna Месяц назад
For realistic scenes I honestly prefer the noise you get with lower samples. It's like built in film grain in a way
@3DMVR
@3DMVR Месяц назад
shit looks better while rendering sometimes lol
@ly_is_music
@ly_is_music Месяц назад
Absolutely! I've actually almost stopped using the denoiser all together, as it really doesn't look realistic to have anything look that smooth
@3DMVR
@3DMVR Месяц назад
@@ly_is_music lmao its so funny how good it looks while sampling and then the denoiser applys making it a watercolor
@ly_is_music
@ly_is_music Месяц назад
@@3DMVR XD yeppp exactly I also often times use the "seed" function for animations, so you get a different noise pattern per frame! So essentially creating like film grain!
@3DMVR
@3DMVR Месяц назад
@@ly_is_music oh damn didnt know that was a thing interesting
@LarsHost
@LarsHost Месяц назад
Why would you compare denoised low sample image with denoised high sample image? I mean you don’t need denoising on 2000 sample image (in this particular case). You just f* up your render with denoising bro
@ExacoMvm
@ExacoMvm Месяц назад
You forgot to talk about Noise Threshold and Ray Depth ( new in Cycles X ). I think for still images very high samples ( 4K+ ) and low noise threshold ( 0.0075 - 0.015 ) and denoiser off/on depending how important material details are is top priority because it will render in a such way that noise is even on the whole image. For animations low sample count ( 64 - 512 ) should be priority and high threshold ( 0.02 - 0.3 ) w/ denoiser on, lower ray depth and ideally using static noise if Cycles has this feature.
@Kryptonian0024
@Kryptonian0024 Месяц назад
Much ram do we need for blender ?
@godwinyo5206
@godwinyo5206 7 дней назад
16gb 3200mhz
@Kryptonian0024
@Kryptonian0024 7 дней назад
@@godwinyo5206 already have 16gig and upgrading for another 16gig for heavy scene because i want to render animation and have Intel a750 gpu
@TallSilhouette
@TallSilhouette Месяц назад
Seems a bit low for any scenes with fine detail prone to artefacts. I lean toward 4k at 1024 samples. 0.1 noise threshold for fast stills. No noise threshold for quality stills and animations (overnight render for the latter).
@memeycorny7773
@memeycorny7773 Месяц назад
thank u lots
@Tincoco_
@Tincoco_ Месяц назад
nice tip for anyone. you can always render your projects as you work on it to gauge what the scene will look like and to see how many samples work.
@3dandme777
@3dandme777 Месяц назад
Great tutorial, thanks.
@helloitsokyrago
@helloitsokyrago Месяц назад
i use 64 for every render
@captainblack-pj3ix
@captainblack-pj3ix Месяц назад
The entire meaning of the video can be summed up in one phrase: "It depends on your project"🤣
@basquescout
@basquescout Месяц назад
Noise Threshold is even more important than render samples