Something only mentioned in passing is that lighting and complex interactions such as caustics, refraction, etc. play a huge part in how many samples are needed. A well lit simple scene will require far fewer samples than a darker or more complex (lighting wise) scene. Also, many avoid using the denoisers altogether by rendering at higher resolution and downscaling as the built in algorithms for doing so often remove most noise and fireflies in the process without the blurring.
I have rendered images with 0.5 Noise Threshold and samplings of 1200 and image looks good. But with the base threshold and just 200 samples the image looks waaasy better in details (using Openimage denosier)
It is and isn't. Depending on the complexity of the scene, there are circumstances where a lower noise threshold + lower sample counts produce better results in less time. That said, I'm speaking from an animation perspective where _temporal_ noise is the big issue and ultra sharpness isn't paramount.
@@advladart Noise Threshold is just a setting which stops sampling when certain noise level is reached in certain pixel/area. I believe 0.01 is considered 1% of Noise level. So if you want your noise level to be 1% ( barely noticeable noise ) you can set samples to 9999 and render using 0.01 Noise Threshold, it will do the math for you and you'll get best speed possible for reaching that threshold. Also don't forget about Ray Depth which can also speed up the rendering especially in interior ( low light, high GI ) and complicated scenes.
I am an absolute noob in blender and this issue caused me a lot of frustration, your beautiful explanation and comparison, along side the informed comments and discussions in your video where reallly satisfying :D thank you so much.
@@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!
Currently making a movie type animation, so i switched from the evee i was previously using for my shorts to the cycles to get higher end results. I started with 150 samples, now i am down to 40, i tested short animations (thats where you can trully see the difference) and the difference between 150 and 40 is pretty much none. I saved my self allot of hours by reducing it to a reasonable number. So to find out how many samples work for you you simply have to experiment a bit.
There's a setting that keeps rendering more samples until your image meets a certain noise level Edit : it's called Noise treshold, it's locsted in the render settings
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,
Hello when I click on GPU Compute and go to edit + preferences + system+ CUDA it doesn't work because they write "No compatible GPUs for cycle, require NVIDIA GPU compute capability 3.0 " what should I do please help me. (My English is not good just skip it 😅)
If you want to know more about noise threshold, the channel "Blendergrid" has an excellent video on the subject. (I'd give you the link, but comments with links in them don't seem to work).
In Maxwell render there is lesser samples but each sample gives big difference. For most scenes 20 samples is enough with denoiser on but for some scenes it might require up to 50 samples which might take up to 4 days of rendering (it's resumable even after closing app). So technically each new sample is twice of previous results but before 14 samples it's less of time.
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.
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).
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)
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
Something only mentioned in passing is that lighting and complex interactions such as caustics, refraction, etc. play a huge part in how many samples are needed. A well lit simple scene will require far fewer samples than a darker or more complex (lighting wise) scene. Also, many avoid using the denoisers altogether by rendering at higher resolution and downscaling as the built in algorithms for doing so often remove most noise and fireflies in the process without the blurring.
the noise threshold is more important than the samples… the noise threshold controls your quality and render time
You're absolutely right! A video about that is on its way.
@@TorusTeamyess i would love a comparison on noise threshold.
I have rendered images with 0.5 Noise Threshold and samplings of 1200 and image looks good.
But with the base threshold and just 200 samples the image looks waaasy better in details (using Openimage denosier)
It is and isn't. Depending on the complexity of the scene, there are circumstances where a lower noise threshold + lower sample counts produce better results in less time.
That said, I'm speaking from an animation perspective where _temporal_ noise is the big issue and ultra sharpness isn't paramount.
@@advladart Noise Threshold is just a setting which stops sampling when certain noise level is reached in certain pixel/area. I believe 0.01 is considered 1% of Noise level.
So if you want your noise level to be 1% ( barely noticeable noise ) you can set samples to 9999 and render using 0.01 Noise Threshold, it will do the math for you and you'll get best speed possible for reaching that threshold.
Also don't forget about Ray Depth which can also speed up the rendering especially in interior ( low light, high GI ) and complicated scenes.
I found out that rendering with 50 samples on 4K is better (crispier image) compared to something like 150-200 samples on 2K
Me too 😊
I am an absolute noob in blender and this issue caused me a lot of frustration, your beautiful explanation and comparison, along side the informed comments and discussions in your video where reallly satisfying :D thank you so much.
For realistic scenes I honestly prefer the noise you get with lower samples. It's like built in film grain in a way
shit looks better while rendering sometimes lol
Absolutely! I've actually almost stopped using the denoiser all together, as it really doesn't look realistic to have anything look that smooth
@@ly_is_music_alt lmao its so funny how good it looks while sampling and then the denoiser applys making it a watercolor
@@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!
@@ly_is_music_alt oh damn didnt know that was a thing interesting
Currently making a movie type animation, so i switched from the evee i was previously using for my shorts to the cycles to get higher end results. I started with 150 samples, now i am down to 40, i tested short animations (thats where you can trully see the difference) and the difference between 150 and 40 is pretty much none. I saved my self allot of hours by reducing it to a reasonable number. So to find out how many samples work for you you simply have to experiment a bit.
You saved my week. At least week. Thanks man
Can you please drop a tutorial on texture projection mapping and texture painting? In blender 4.0
There's a setting that keeps rendering more samples until your image meets a certain noise level
Edit : it's called Noise treshold, it's locsted in the render settings
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,
Hello when I click on GPU Compute and go to edit + preferences + system+ CUDA it doesn't work because they write "No compatible GPUs for cycle, require NVIDIA GPU compute capability 3.0 " what should I do please help me. (My English is not good just skip it 😅)
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.
On a highly detailed character high sampling can make a huge difference.
great video, great editing, wish you could've talked a little bit more about noise threshold tho!
Of course, it will be the next video, actually. Thank you for your support ☝🏼🤓
If you want to know more about noise threshold, the channel "Blendergrid" has an excellent video on the subject. (I'd give you the link, but comments with links in them don't seem to work).
Did you make this example scene? If so, where did you find the textures?
In Maxwell render there is lesser samples but each sample gives big difference. For most scenes 20 samples is enough with denoiser on but for some scenes it might require up to 50 samples which might take up to 4 days of rendering (it's resumable even after closing app). So technically each new sample is twice of previous results but before 14 samples it's less of time.
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.
Much ram do we need for blender ?
16gb 3200mhz
@@godwinyo5206 already have 16gig and upgrading for another 16gig for heavy scene because i want to render animation and have Intel a750 gpu
@@godwinyo5206 i upgraded to 64 from 16gig
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).
Great video👌🏻
This is very helpful, also you sound like Stavros Halkias.
Rendering on an Apple M1?!? You just earned a subscriber!🎉
what??? you mean unearned a subscriber??
@@daniel_8 no, earned. I have an M2. Apple Silicon is the way. 😉 plus you don’t need a noisy rig with fans that’s the size of a college dorm fridge. 😂
@@EricKinkead I was a bit too mean, the video is very good at explaining samples. I just hate apple hardware.
Blud is supporting Apple bruh 💀
No worries 😉
How to render in little block like that?
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)
thank you sm 😭🙏🏻
Great tutorial, thanks.
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
14:39 mins for 512 samples and not even 1080, holy crap. Rendering in apple must be like waiting to rain in the desert
Amazing vid. I thought u had like 100K subs at least :D
Thank you so much. I hope to have those subs one day 👀
"more detail in each pixel" ?
ADJUST NOISE THRESHOLD
NOT only resolution and Sample Count.
The voice sounds off to me, it’s a bit hard to focus on what you typed
Noise Threshold is even more important than render samples
thanks dude
64 sample upscaled renders 😈
I just want to render 😭
The disrespect on Khalid is wild
The entire meaning of the video can be summed up in one phrase: "It depends on your project"🤣
Thankyouu😔
I like this this vid and the comment vibe here, sub.
thank u lots
i use 64 for every render
I can wait whole day for good render and i dont care about the settings