To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
OptiX tends to be faster but has more artifacts, so a general rule of thumb is: - Optix for Viewport Rendering (speed preference) - OIDN for Final Rendering (quality preference)
One more thing I would like to add here, if you’re increasing the noise threshold from 0.01 to 0.1, You gotta increase the sample count too from like 500 to 2000👍
@Em & G Sync you can absolutely get a pleasant looking render from increasing noise threshold.. but for the commercial projects that I’ve done( from the eyes of the client) it was flickery.. so I tried increasing the sample count.. it made the render so much more stable
I'd like to add to this addition just so there's no confusion. The two options don't really work in tandem as far as i know, it's one or the other. It's like having two goal lines, whichever is reached first stops the render. The reason you up the sample count is to make sure the render actually reaches the noise threshold before it reaches the sample limit. So just set the samples to something high like 10,000(something unreachable basically), it doesn't matter because the noise threshold is going to stop the render anyway, but it makes sure you actually reach the threshold you set and not the sample limit. The reason you didn't get consistent noise before was likely because your render reached the sample limit first.
I'm a 3D-graphics/gaming teacher, and I've been coding a 3D-engine myself for fun. It amazes me how much I learn about 3D-graphics when I've been doing something so low-level stuff that I didn't know before
To add on to the texture optimization bit, you can get away with fairly low resolutions for the various information maps. In most circumstances, roughness and metallic maps can be 1k or lower, and you won't notice the difference. The key texture maps that should be kept high resolution are the Color/Albedo and Normal maps. Everything else can be downscaled drastically. Also it's a smart idea to combine the various information maps into one. Since they're all grayscale you can put each one into a seperate color channel on the same image. R-Metallic, G-Roughness, B-Ambient Occlusion, A-Displacement. Node Wrangler's automatic PBR setup won't know what to do with it, but it'll cut down greatly on how many textures will need to be loaded and will reduce the clutter in your node tree.
Ho thank you so much!!! It comes at the right time, I rendered a scene yesterday which took 4 hours, I applied all the advice from the video (instance, bounce light, no 8k textures, and so on ) and now it only took 1h30 :)
What in the world did his tips do to my PC?!? It was like 207 samples from 4096 and suddenly it's done??? This video deserves much more attention and likes, thank you Smeaf!
I remember when on of my scenes I had to optimize it due to nearly crashing when I render it, using a bunch of grass particles and trees, I optimized it alot by using weight paint on the grass, more grass on my main subject to less and less grass, nearly cutting my grass count by half, then using instancing on my trees, this was so fun to learn and now know to use om my future scenes
I strongly suggest experimenting with 1 sample rendering because can be really helpful to highlight things that generate noise that you otherwise wouldn't have thought of! Like area lights can make or break a render if not optimized well.
@@sarayupalanivel3148 AOV stands for “Arbitrary Output Variables”, just a fancy name for passes. If you make passes for direct or indirect diffuse, direct or indirect specular, etc. when you watch them independently you can see which ones have more noise and adjust render settings accordingly. I’m not sure how it works in Blender, I use Arnold.
This is actually the first time I heard "Foregone Destruction" (at 1:22) while not playing Unreal Tournament or listening to it on purpose. Great track, thanks for making me smile
in regards to texture optimization for heavy scenes - as a basic guide i take a full size render, then measure the object in pixels and whatever the dimensions are i double or triple them depending how far away the object is and that's my required texture size. You can resize the textures in blender but I use powertoys with windows explorer because it's faster.
1. Noise Threshold has nothing todo with how noisy the rendering is, it just dosent render more samples if it's not to noisy. lowering the samlels would also make the render more noisy. Its just to not wast samlples on less noisy parts of the image. Thats not magic 2. Open image denoise might be sometimes better then Optix denoise, but mainly its about performance, using it in the viewport is super slow so there you should allways use Optix if avalible, and dont forget to adjust wich passes to use. (OID should also be GPU accelerated in the future) 3. Instancing is also about the modelling part and it dosen't magicly reduce render time. It reduces (V)RAM usage and the needed bandwidth. The polygons still need to be rendered, the shader has nothing to do with the model but is compiled once if it is the same, raytracing still needs to be done for each object and raytracing dosen't really "shade pixels".
Just want to add that if you are trying to use the optix denoiser with glossy surfaces like smooth counter tops, and those surfaces have some kind of roughness map on them you might have a LOT of denoising artifacts, a way around this is to use the composite denoise node instead. I love the Impostor idea, I hadn't thought of baking in the normals.
!! Final render -> persistent data. Check this one unless you get memory problems. This solves the issue of Blender reloading every asset into the render each frame. It will save your life if you're rendering a long scene by shaving off anything from 20 seconds to a minute of of the render on each frame depending on complexity.
Dawg, i don’t even know how to thank you for this amazing video, like dawg my renders are like 10x times faster, I didn’t know more than half of these options❤
Thanks for the advice! On instaces - I have a specific use I’m experimenting with. I’m making a zombie movie, so I need HORDES of zombies. The models are super dumbed down, but I’m still running into slowdown issues. I don’t want the entire swarm to be walking in sync, and they don’t always walk on a flat ground-surface, so I can’t copy their animation completely. Here’s my plan- make instances of 3 or 4 with their movements staggered, scatter them evenly, and instead of animating the Root controller in Pose Mode for their position and rotation, animate their position in Object Mode. One advantage I have is that this is a rough animatic- final result will be hand-drawn in Grease Pencil, so no worries about high-res models. If anyone has a better plan for the swarm, I’m all ears.
As for Desimate, I do not recommend using this modifier in any case, if you have a changing heavy mesh, it copes very poorly with the animation of shapes, especially if you use it on a subdividend surface
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
I really appreciate the effort you go through to edit these tutorials with modern style edits of memes and trends. It's the personal touch that makes this go from a single watch for some quick tips into multiple returning viewers just for an enjoyable and relatable video to a niche community.
All of this is information I already know, but your content is just so entertaining and I can't stop watching! Not to mention your perfect soundtrack choices
I make sure that the render without the denoiser is only a bit noisy ie fine grain, then the denoiser tidies it up a bit.I also use Fast GI Approximation to lighten the shadows a bit, so there is less noise in the shadows. This really speeds up render times
Bro i don't really like this kind of fast edits but yours is really funny, had a good laugh and difference between your calm voice and fast edit is working good! And ofc thank for tips!
Please make a full video on light baking in blender and solving problems while baking light... Please make it..its very imp for optimising game audience really thank you.
I tested Open Image Denoiser VS Optix in one of my projects and it went from 45 seconds (Open Image) to 24 seconds (optix) on the same test frame. So in some circumstances it does seem to work better. So definitely test out both for your projects, just to be sure.
@@ajtatosmano2 No not at all. I compared the 2 side by side and even showed a colleague. They couldn't tell which was which. Although I'm sure it depends on what you're rendering.
Really good video but honestly hard to pay attention and even watch with all the quick cut scene memes. Maybe bring that slider down a few clicks and see if that improves things.
oh my god i was about to flip my table when i learned about the alt d thing, i had been doing it the add object everytime and i had 4 million polygons. i have restarted 4 times and now its the fifth. thank you so much for the tips cause it was crashing my computer a lot. you can add different textures though i hope.
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
totally. anyone can make a to the point vid, which def has its purpose. but Smeaf levels up with cut aways that make me lol.
I use Cuda so I use GPU+CPU
I’m now becoming more brilliant
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
Hello?
OptiX tends to be faster but has more artifacts, so a general rule of thumb is:
- Optix for Viewport Rendering (speed preference)
- OIDN for Final Rendering (quality preference)
One more thing I would like to add here, if you’re increasing the noise threshold from 0.01 to 0.1,
You gotta increase the sample count too from like 500 to 2000👍
@Em & G Sync you can absolutely get a pleasant looking render from increasing noise threshold.. but for the commercial projects that I’ve done( from the eyes of the client) it was flickery.. so I tried increasing the sample count.. it made the render so much more stable
@Em & G Sync basically the denoiser was only good for static frames.: but for animations, I had to increase the sample count to get a consistent noise
I'd like to add to this addition just so there's no confusion. The two options don't really work in tandem as far as i know, it's one or the other. It's like having two goal lines, whichever is reached first stops the render.
The reason you up the sample count is to make sure the render actually reaches the noise threshold before it reaches the sample limit.
So just set the samples to something high like 10,000(something unreachable basically), it doesn't matter because the noise threshold is going to stop the render anyway, but it makes sure you actually reach the threshold you set and not the sample limit.
The reason you didn't get consistent noise before was likely because your render reached the sample limit first.
@@christopher- that’s absolutely right sir !
The noise threshold literally caps the amount of samples. And at 0.1, it's gonna be lower than 500 I can guarantee. So this is useless advice.
I'm a 3D-graphics/gaming teacher, and I've been coding a 3D-engine myself for fun. It amazes me how much I learn about 3D-graphics when I've been doing something so low-level stuff that I didn't know before
To add on to the texture optimization bit, you can get away with fairly low resolutions for the various information maps. In most circumstances, roughness and metallic maps can be 1k or lower, and you won't notice the difference. The key texture maps that should be kept high resolution are the Color/Albedo and Normal maps. Everything else can be downscaled drastically. Also it's a smart idea to combine the various information maps into one. Since they're all grayscale you can put each one into a seperate color channel on the same image. R-Metallic, G-Roughness, B-Ambient Occlusion, A-Displacement. Node Wrangler's automatic PBR setup won't know what to do with it, but it'll cut down greatly on how many textures will need to be loaded and will reduce the clutter in your node tree.
nice. thank u
OMG 2:27 THE MUSIC, all the childhood core memories unlocked!
Age of War music is core memory unlocker
It's just too good
Miragine War
now its gd
Ho thank you so much!!! It comes at the right time, I rendered a scene yesterday which took 4 hours, I applied all the advice from the video (instance, bounce light, no 8k textures, and so on ) and now it only took 1h30 :)
Yo that's sick!
Someone get an award to this guy for his music selection.
Smeaf, even if sometime i'm not intersted of your content, your editing is so satisfying that i can't switch for another video.
That doesnt seem to please him lol
@@Ridgerian it should, not being intersted doesnt mean i find his videos not useful for other pples
@@abeblue Ah okay, good point!
It's the opposite for me, the meme edits are trying too hard to try to be funny and frankly it's more annoying than laughable at this point
Thx, Smeaf! I rendered out an animation and it took over 7 HOURS yesterday, can’t believe how perfectly timed this vid came out!
Oh nice! Hope this helps
and how long it took to render after optimization? just curious :)
@@minox510 it took roughly 5 1/2 hours afterward. It might not seem like too big of a difference but every little bit helps
@@GrumpyWolfman yeah 1 and 1/2 hours less of rendering time is really impressive, i hope to get that good results too. :D
What in the world did his tips do to my PC?!?
It was like 207 samples from 4096 and suddenly it's done???
This video deserves much more attention and likes, thank you Smeaf!
I remember when on of my scenes I had to optimize it due to nearly crashing when I render it, using a bunch of grass particles and trees, I optimized it alot by using weight paint on the grass, more grass on my main subject to less and less grass, nearly cutting my grass count by half, then using instancing on my trees, this was so fun to learn and now know to use om my future scenes
I strongly suggest experimenting with 1 sample rendering because can be really helpful to highlight things that generate noise that you otherwise wouldn't have thought of! Like area lights can make or break a render if not optimized well.
Just AOVs to know exactly where noise is coming from instead of guessing.
@@leecastewhat is aov?
@@sarayupalanivel3148 AOV stands for “Arbitrary Output Variables”, just a fancy name for passes.
If you make passes for direct or indirect diffuse, direct or indirect specular, etc. when you watch them independently you can see which ones have more noise and adjust render settings accordingly.
I’m not sure how it works in Blender, I use Arnold.
good work! all things i use currently, but it's always good for people to hear these in case we missed something or are new to it :)
Always good to have a refresher!
This is actually the first time I heard "Foregone Destruction" (at 1:22) while not playing Unreal Tournament or listening to it on purpose. Great track, thanks for making me smile
in regards to texture optimization for heavy scenes - as a basic guide i take a full size render, then measure the object in pixels and whatever the dimensions are i double or triple them depending how far away the object is and that's my required texture size. You can resize the textures in blender but I use powertoys with windows explorer because it's faster.
the transitions and illustrations being just random videos you saved is honestly pretty fun
UNREAL TOURNAMENT SONG!
i keep forgetting these basic render optimizations, thanks for putting them all in one video!
Ayyy, thanks man!
I'm just starting out with Blender (transfering over from Maya) and this is going to make my practice so much easier as a beginner 3D modeler
1. Noise Threshold has nothing todo with how noisy the rendering is, it just dosent render more samples if it's not to noisy. lowering the samlels would also make the render more noisy. Its just to not wast samlples on less noisy parts of the image. Thats not magic
2. Open image denoise might be sometimes better then Optix denoise, but mainly its about performance, using it in the viewport is super slow so there you should allways use Optix if avalible, and dont forget to adjust wich passes to use. (OID should also be GPU accelerated in the future)
3. Instancing is also about the modelling part and it dosen't magicly reduce render time. It reduces (V)RAM usage and the needed bandwidth. The polygons still need to be rendered, the shader has nothing to do with the model but is compiled once if it is the same, raytracing still needs to be done for each object and raytracing dosen't really "shade pixels".
This is awesome. Thank you SO MUCH for this. I'm very new to blender and it helped me A LOT. ❤
That's awesome!
Just want to add that if you are trying to use the optix denoiser with glossy surfaces like smooth counter tops, and those surfaces have some kind of roughness map on them you might have a LOT of denoising artifacts, a way around this is to use the composite denoise node instead. I love the Impostor idea, I hadn't thought of baking in the normals.
Another good trick is if you have foliage that's too far or too blurry to make out you can use a flat image of the foliage instead of a whole model
!! Final render -> persistent data. Check this one unless you get memory problems. This solves the issue of Blender reloading every asset into the render each frame. It will save your life if you're rendering a long scene by shaving off anything from 20 seconds to a minute of of the render on each frame depending on complexity.
Im in BLender since 2015 so I have bee throught some stuff ;D but i had no idea that instancing also reduces the time of render....
THANK YOU SO MUCH
Dawg, i don’t even know how to thank you for this amazing video, like dawg my renders are like 10x times faster, I didn’t know more than half of these options❤
Thanks for the advice! On instaces - I have a specific use I’m experimenting with. I’m making a zombie movie, so I need HORDES of zombies. The models are super dumbed down, but I’m still running into slowdown issues. I don’t want the entire swarm to be walking in sync, and they don’t always walk on a flat ground-surface, so I can’t copy their animation completely. Here’s my plan- make instances of 3 or 4 with their movements staggered, scatter them evenly, and instead of animating the Root controller in Pose Mode for their position and rotation, animate their position in Object Mode.
One advantage I have is that this is a rough animatic- final result will be hand-drawn in Grease Pencil, so no worries about high-res models. If anyone has a better plan for the swarm, I’m all ears.
The choice of music & stock footage feel like the editing equivalent of jangling keys in front of a baby to keep it interested and im here for it
As for Desimate, I do not recommend using this modifier in any case, if you have a changing heavy mesh, it copes very poorly with the animation of shapes, especially if you use it on a subdividend surface
heck yea, the modnation racers soundtrack at the start shows me you truly are a cultured man
This video is truly.... Brilliant!
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
I really appreciate the effort you go through to edit these tutorials with modern style edits of memes and trends. It's the personal touch that makes this go from a single watch for some quick tips into multiple returning viewers just for an enjoyable and relatable video to a niche community.
Thank you! It's a lot of work
Broooo... I don't even use blender.. but watched for the memes.
But the concepts still applies in other popular tools. 👌
Thanks! Yeah exactly
All of this is information I already know, but your content is just so entertaining and I can't stop watching! Not to mention your perfect soundtrack choices
Ayyy, thanks!
Fantastic music choices in this video, don't think that Age of War song went unnoticed, great video!
thanks for making it actually fun to learn from your videos with your amazing editing . 10/10 ♥
Everytime I randomly watch your videos I get reminded howww good this editor is mannn
Thanks for complimenting me
Im stressed and this quantity of memes stress me out more
How i love these type of video tutorials and tips, entertaining yet very educating. Keep up the content man!
OH MY GOD INSTANCING IS THE ANSWER TO ALL MY PROBLEMS YYYAAAAAYYY THANK YOU SO MUCH GOD BLESS THE ALT KEY
Smeaf delivers the goods, once again
Baked fresh 🍞
Thank you smeaf ❤
Thanks! I hope this helps!
dude your edit is god like, congrats and keep up the good work!
Thanks!
sneaking in the sound effects from age of war was a nice touch was a fun game to play back in the day with the dino riders leading the charge
Props for using foregone destruction!!! :D
I make sure that the render without the denoiser is only a bit noisy ie fine grain, then the denoiser tidies it up a bit.I also use Fast GI Approximation to lighten the shadows a bit, so there is less noise in the shadows. This really speeds up render times
Bro, you are amazing 🎉
This is probably the most useful rendering tutorial I have seen so far, keep up the good work!
That's so good to hear!
I don't know how to express my gratitude.
You just did
You are great, Smeaf!
Great vid - and love the merch!!
Thanks!
Thank you for mentioning that "Instanced" method. I guess I have to go fix my entire Cathedral scene I am currently making now.
Lol, good luck!
@@Smeaf already did it 5 days ago. My scene dropped by 400k polygons
Bro i don't really like this kind of fast edits but yours is really funny, had a good laugh and difference between your calm voice and fast edit is working good! And ofc thank for tips!
thank you for these tips !! (btw I love so much your humor :D )
thankyou smeaf for saving my life again in this 3D world❤
No problem!
Not making an amongus joke in that last tip must have taken immense restraint.
Keep up the great work!
This video is brilliant. Thank you.
I see you
Wonderful tips,thank you so much friend!!
No problem 🙏
the memes you have added made me laugh and learn at the same time, thanks!
bro the unreal tournament music stuck me
I've been shifting+D for so many years and I didn't know alt+D doesn't affect polygon count. GOSH DAMN IT!
WHOOO YEAH BABY, THATS WHAT IVE BEEN WAITING FOR.
Wow. Night and day. Thank you so much. The ALT+D made a dramatic difference...
this did help alot, getting render time from 19 hours 24 minutes to 7 hours 18 minutes
Are you using cpu or gpu
@@Losjo4093 i use GPU for rendering
Please make a full video on light baking in blender and solving problems while baking light... Please make it..its very imp for optimising game audience really thank you.
I'll start with Blender 3d soon and your videos will give me more motivation for blender 🔥
That's awesome!
Suuuper useful tips! Thanks a lot Smeaf!
(Btw which song do you usually have for the end of a video?)
Thanks!
It's Called Sojourn
@@Smeaf Yay! Thank you
It's so good and relaxing, been dying to hear the full song. For other people searching:
th-cam.com/video/VLb93KXlqUU/w-d-xo.html
This video was super helpful.. Thank you so much.🙏🏼🙏🏼🙏🏼
Glad it was helpful!
Smeaf's videos are amazing ❤
Your editing kills me 😂 you have my sub 🔥🔥👏🏻👏🏻👏🏻
It’s one of the many things I love about my job 😌
multipass+temporal denoising does wonders
editing is ON POINT!!! also, does this still work with 4.2.3?
Thanks smeaf !!
You always motivate me to work in blender. luv u
Thanks, this saved me a LOT of time!
Great job thank you so much you saved me 5 days time
Thanks u so much on the Alt + D. Cuz 😭😭😭 blender n PC crashes were real
2:28 bro used age of war music, subscribing is now obligatory
best Blender content creator
Thanks smeaf
blender guru for beginners, smeaf for lead enjoying beginners.
I tested Open Image Denoiser VS Optix in one of my projects and it went from 45 seconds (Open Image) to 24 seconds (optix) on the same test frame. So in some circumstances it does seem to work better. So definitely test out both for your projects, just to be sure.
but the image quality is way worse
@@ajtatosmano2 No not at all. I compared the 2 side by side and even showed a colleague. They couldn't tell which was which. Although I'm sure it depends on what you're rendering.
I'm getting the same results about both the speed increase and image quality being about the same.
learning is soooo much more fun with your Videos
THANK YOU VERY MUCH🔥
I LOVE YOUR CONTENTS✨
Thanks! Glad you like it 🔥
Thank you for all those tips ! 👍
The imposter trick is wild. I'll have to try that sometime
Yeah it's amazing!
INSTANCING I FINALLY KNOW WHAT EXACTLY IT MEANS, THANK YOU
nice video, the instancing can be a radical change as the other tips, thank you for sharing!
Thank you so much for this!
Thank you
2:27 not the gd reference 💀💀💀💀💀💀
9:30 "you probably wouldn't even notice"
Narrator: everyone immediately noticed the darker tree
Really good video but honestly hard to pay attention and even watch with all the quick cut scene memes.
Maybe bring that slider down a few clicks and see if that improves things.
oh my god i was about to flip my table when i learned about the alt d thing, i had been doing it the add object everytime and i had 4 million polygons. i have restarted 4 times and now its the fifth. thank you so much for the tips cause it was crashing my computer a lot. you can add different textures though i hope.
I like your videos Smeaf💪🏻
Thanks!
Thank you for sharing! I appreciate the funny editing as well ✌✨
the memes catch me offguard damn
Hei Smeaf, can you make a video when you explain more about the imposters method?
Perhaps, we shall see