I''ll add one last emergency feature are "Viewport render animation" on view tab (not be confused with workbench renderer). Its the fastest way to see the timing/pacing for final animation
THANK YOU SO SO MUCH!! YOU SAVED ME 6 HOURS OF RENDER TIME! JUST BY DELETING UNNECESSARY MODIFIERS, TOOK IT DOWN TO 25MIN FOR 450 FRAMES! THATS A PLUS FOR ME! NEW SUB👍🏽
BROOO, tysm, ive been animating at 5 fps for a couple days and i was so confused bc i was hiding the object but i had suspicions it was still being calculated but i couldn't figure out how to truly hide it, the tv icon thing worked perfectly!!!
Extra ram for 3D Rendering, as ive come to learn, is never a waste of money. Of course if you're never rendering hyper realistic or simply unoptimized high res models or textures, then it might be unnecessary to get more than like 32 or even 16 GBs, but in general it never hurts to have more ram, if only so your computer doesnt suddenly come under a load so heavy it locks up or crashes. For rendering speed however, as in to make the FPS smoother, you'd need better GPUs or CPUs.
Bro, do you have any suggestions regarding rendering the Fuild simulation with bubble particle animation? It takes forever too long to render one frame; it almost takes more than 2 hours. my resolution set to 200 for liquid and for particles I use 10% which have around 200k-250k particles for bubbles i used Ico sphere which has 8 faces & my sample account is 100 first I rendered 3-4 frames with 150 Samples it took 3 Hrs to render one Frame i can't justify time & energy it consumes running PC For hours just to render 44 frames of animation, is it normal or do I have a problem in my system? I have an AMD 6600 RX GPU. I'm so overwhelmed. If you have any suggestions, please let me know.😢
Hey there - yeah I think I know what the problem is cause I actually had the exact same situation when working on my fluid simulation tutorial - the solution was to disable motion blur - and add with the compositor instead (using the vector render pass & a vector blur node) - I hope that helps!
@@edinspiegelI tried using that, bro. I don't know why it doesn't work with fluid. I thought the first problem was with the latest blender build, so then I tried the old 3.5. The same issue was encountered there too. I tried several times with different settings it had in the vector blur node and still it didn't show any effect whatsoever, but when I tried using normal, non-fuild animation, it did work. Why is that? I can't use normal motion blur because it takes over 2-3 hours just to render one frame, whereas without motion blur, it literally took just 40-50 seconds per frame. I finished the entire 44-frame animation exactly in 30 minutes. where I rendered 35 frames with default motion blur, it literally took 14-15 hours. I stopped it after that. It makes no sense to waste so much time and energy by running a PC for hours. If that's how it is, then I'm done messing with fluid.
Oh yeah for the vector blur to do anything to the fluid, you have to enable "use speed vectors" in the mesh section of the fluid domain settings & also switch the cache type to uni cache & then re-bake - otherwise the vector blur won't affect the fluid. I think I also mentioned it in this video here: th-cam.com/video/sye6DI3vZGs/w-d-xo.html
I''ll add one last emergency feature are "Viewport render animation" on view tab (not be confused with workbench renderer). Its the fastest way to see the timing/pacing for final animation
Your side note about the eye not disabling objects in viewport from being calculated was very helpful.
Agreed. It literally solved my lag! I had some BG items that I only need in the render that slowed the viewport to a crawl
THANK YOU SO SO MUCH!! YOU SAVED ME 6 HOURS OF RENDER TIME! JUST BY DELETING UNNECESSARY MODIFIERS, TOOK IT DOWN TO 25MIN FOR 450 FRAMES! THATS A PLUS FOR ME! NEW SUB👍🏽
TV icon the savior, from 2FPS to 30. Thanks!
BROOO, tysm, ive been animating at 5 fps for a couple days and i was so confused bc i was hiding the object but i had suspicions it was still being calculated but i couldn't figure out how to truly hide it, the tv icon thing worked perfectly!!!
I'm so glad it helped you!
Only real informative video on the matter, probably, given the first 20 search results with the red arrows.
THANK YOU SO MUCH, i have been trying to solve this issue for so much time. i really appreciate ur content
I'm glad the video helped you!
Dude THANKS SO MUCH YOU ACTUALLY HELPED. All the other YT tutorials were ass.
I'm so glad it helped you!
Thank you. The video that actually helps and is well made is the one with the least amount of views somehow.
I''m glad you liked it & found it helpful!
Thanks you so much bro your first tips i applied and wow it's worked my fps problem solved
Thanks again for your good tips ❤❤
Wow I really appreciate your content
Thank you so much! that means a lot!
Wow, thank you it's 24 fps now! :)
This is so helpful thank youuuuuu
Im so glad it helped you!
Legend thanks bro
thank you so much sir, i was working with 0.8 fps now it up to 15 20 tysm
@@theforest5371 I'm glad I could help!
does having a stronger GPU also help with FPS in viewport am rocking a GTX1660 Super and am thinking about upgrading it
That / key to disable trick omg
thank you so much.. it's work
ok, but if you have a lot if similar you can use collection instance, this increse performance drasticly!
oh thanks for letting me know - I didn't know about that - seems like a neat way to optimize the viewport as well - I'll definitely test it out!
yes in this way objects become to real instance, compare to "Linked Object data"@@edinspiegel
crazy there is still no viewport scaling option.. I think it was there but they removed it
Anybody knows if buying extra ram would work as well or would it be a waste of money?
Extra ram for 3D Rendering, as ive come to learn, is never a waste of money. Of course if you're never rendering hyper realistic or simply unoptimized high res models or textures, then it might be unnecessary to get more than like 32 or even 16 GBs, but in general it never hurts to have more ram, if only so your computer doesnt suddenly come under a load so heavy it locks up or crashes. For rendering speed however, as in to make the FPS smoother, you'd need better GPUs or CPUs.
Bro, do you have any suggestions regarding rendering the Fuild simulation with bubble particle animation? It takes forever too long to render one frame; it almost takes more than 2 hours. my resolution set to 200 for liquid and for particles I use 10% which have around 200k-250k particles for bubbles i used Ico sphere which has 8 faces & my sample account is 100 first I rendered 3-4 frames with 150 Samples it took 3 Hrs to render one Frame i can't justify time & energy it consumes running PC For hours just to render 44 frames of animation, is it normal or do I have a problem in my system? I have an AMD 6600 RX GPU. I'm so overwhelmed. If you have any suggestions, please let me know.😢
Hey there - yeah I think I know what the problem is cause I actually had the exact same situation when working on my fluid simulation tutorial - the solution was to disable motion blur - and add with the compositor instead (using the vector render pass & a vector blur node) - I hope that helps!
@@edinspiegelI tried using that, bro. I don't know why it doesn't work with fluid. I thought the first problem was with the latest blender build, so then I tried the old 3.5. The same issue was encountered there too. I tried several times with different settings it had in the vector blur node and still it didn't show any effect whatsoever, but when I tried using normal, non-fuild animation, it did work. Why is that? I can't use normal motion blur because it takes over 2-3 hours just to render one frame, whereas without motion blur, it literally took just 40-50 seconds per frame. I finished the entire 44-frame animation exactly in 30 minutes. where I rendered 35 frames with default motion blur, it literally took 14-15 hours. I stopped it after that. It makes no sense to waste so much time and energy by running a PC for hours. If that's how it is, then I'm done messing with fluid.
Oh yeah for the vector blur to do anything to the fluid, you have to enable "use speed vectors" in the mesh section of the fluid domain settings & also switch the cache type to uni cache & then re-bake - otherwise the vector blur won't affect the fluid. I think I also mentioned it in this video here: th-cam.com/video/sye6DI3vZGs/w-d-xo.html
Hey there! How can I view my FPS?
It should be at the top left of the viewport by default - hope that helps!
Thanks dude
Glad you found it helpful!
bro do somethink with your hands pls
tooo fast