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Blender 3.0 Beginner Tutorial Part 15: Rendering

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    >> Blender comes with two ways
    to render your final image.
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    You've got Eevee, which is your fast
    game engine-style approach to rendering,
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    and then you've got Cycles which
    is slower but is true ray tracing,
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    so it usually results in
    a more realistic result.
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    But with some finessing if you know what you're
    doing you can drastically crush those Cycles
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    render times down to something much
    more palatable for the average machine.
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    So in this video I'm going to show you
    precisely that: how to render with Eevee,
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    how to render with Cycles, and
    then what trade-offs to be aware
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    of when you start tweaking those settings.
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    But speaking of realistic if you want
    better renders, you need better assets.
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    With Poliigon's models, textures, and HDRS, you
    can create architecture and environmental scenes
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    that look amazing from every angle.
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    Sign up today at poliigon.com or by
    clicking the link in the description.
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    Alright, so I'm actually going to start with
    Cycles, because I think that is the engine
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    that most of you are going
    to want to end up using,
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    because we will crush the render times down.
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    I'm convinced you will be happy enough
    with it that you'll want to use it.
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    And let's turn off Noise Threshold and denoise,
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    because I think that can kind
    of complicate the final result.
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    And I'm also just so that I can see it
    I'm just going to turn off my compositor.
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    And I'm just using a really low
    sample count of 100 samples just
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    so that I can demonstrate
    what is going on with Cycles.
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    So I went over this a little bit at the start,
    but explaining it again, the way path tracers
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    like Cycles work is it starts noisy, and
    then the longer you let it render for,
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    the more refined and clearer that noise becomes.
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    And that noise is determined by your samples.
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    So the lower your samples, the more noise
    -- so it basically it starts at 1, right?
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    A 1 sample image would be
    basically unusable, right?
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    It's so, so noisy.
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    And then, the more samples that
    you throw at it then, you know,
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    the more -- the less noisy it becomes.
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    You know, you do 100 samples
    et cetera, et cetera.
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    So the sample count is very
    important, and it is, you know, --
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    it's the biggest determining factor
    on how usable an image becomes.
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    Because although there is this magical,
    I mean that really is the closest word
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    to describe what a denoiser is doing
    -- although there is a denoiser and --
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    let's switch slots here so
    that I can compare the two.
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    It's still -- it has to base it off of
    what it gets from the renderer, okay?
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    So it's basically it's going -- this is --
    by the way, I'm swapping between slots just
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    by you can type the number in the top
    row, and you can switch slots there
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    or by hitting J to swap between them.
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    But anyway, so it has to base it off of this
    and then it's doing a denoise operation.
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    And because of that, because it had to
    do it on this very noisy-looking image,
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    you can see that I've got splotchiness appearing
    in my my shadows here, which might not be
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    that much of an issue for a still image.
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    But we're doing an animation, and it doesn't
    have temporal stability I believe it's called,
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    where it'll try to base it on an
    animation like over a number of frames.
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    It'll just do it per frame, so you would get
    a lot of flickering in this splotchiness,
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    and it would be sort of unusable.
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    So really the amount of samples that like -- the
    original raw image without denoising is the one
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    that matters most before it does that denoiser.
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    So I recommend turning the denoiser off, and
    then once you're happy with the sample count,
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    then using your denoiser on top of it.
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    By the way speaking of denoiser, I mentioned
    it this like I think in the first video maybe
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    of this series, second video, I
    was talking about the denoiser,
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    and I was like huh, oh that's weird.
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    I don't know why it's using the open
    image denoiser for the final render.
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    I later learned that Optics is the
    one that is best for your viewport,
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    because it is fast, but it is less accurate.
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    It doesn't create as good
    of a denoise operation.
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    So you want to use Optics
    for your your viewport,
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    but then for your final render you want to
    use the intel one, because it will do a much,
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    much better -- it uses way better
    algorithm to actually like figure out,
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    yeah, to smooth it out essentially.
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    So anyways but as I said, I want to turn it
    off so that I can just focus on the samples.
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    Okay. So the aim of the game is
    really to try to get the least amount
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    of noise possible in the least amount of time.
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    That is the game every 3D
    artist is essentially playing.
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    So there's all sorts of settings
    and things you can tweak,
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    but obviously the biggest one
    is, you know, your sample count.
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    I would say like okay, if you -- without
    Noise Threshold we'll talk about that,
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    but with just 200 samples, the
    difference between 100 samples
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    and 200 samples is going to
    be a big difference, right?
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    And it's not actually going to
    add that much to the render time,
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    because I think it's got three seconds of
    build time to actually create, you know,
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    compile all the objects, put it on the
    graphics card memory, and render it.
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    So it's only adding one second.
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    And it's clearing up the image substantially.
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    So that would be a good investment in your
    render time, right, to increase your samples.
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    But still this is not this is not an
    acceptable amount of noise for your engine and,
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    you know -- before it does the denoise.
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    You'll get better at predicting what that
    level is, but just take my word for it for now,
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    this is not an acceptable amount of noise.
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    So previous to maybe 2.93 was when
    we got this Noise Threshold release,
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    and then with the release of
    Version 3 we've now got Time Limit.
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    So now this is actually complicated.
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    It's made a little bit more advanced.
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    Essentially with Noise Threshold and
    Time Limit as well, these three values --
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    this one, this one, and this one -- it will stop
    the render when one of these is reached, okay?
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    So sometimes -- like for example, the Noise
    Threshold by default is like set to .01, okay?
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    But if I was to just hit give
    another render of this, okay?
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    So from 200 samples, 200 samples again,
    but with a different Noise Threshold,
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    the difference between them is nothing, okay?
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    Okay?
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    Across the entire image, I've
    got the exact same result,
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    even though now I'm using the Noise Threshold.
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    So the reason for that is that this Noise
    Threshold is actually a really low --
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    it's a low amount, but actually it's --
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    the lower the value, the
    clearer the noise it will --
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    it's looking for essentially, your threshold.
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    So that's kind of a high threshold.
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    So basically the sample count is so low,
    that it's rendering all of the samples,
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    200 samples, and then it has to stop.
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    So it's stopping the image before
    that Noise Threshold is reached.
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    So whether that's enabled or not makes no
    difference, because my sample count is so low.
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    On the flip side, if I was to use a high sample
    count and then use a low Noise Threshold,
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    but again it's a higher threshold.
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    kind of hard to think about the
    thresholds like that, but anyways.
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    Okay. Let's do this.
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    Okay, let's set this.
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    So I've set my Noise Threshold
    to .1, but my Max Samples is now
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    at a much higher Max Sample amount.
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    And then let's go to slot Number 4 now.
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    And let's type in -- what was I doing?
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    Just trying to think.
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    Noise Threshold -- yeah.
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    Now let's like double this, okay?
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    So times 2.
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    Will this make a difference?
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    It shouldn't, because it will not have
    -- it hasn't reached the Max Samples.
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    So it's basing the stop value
    and it's stopping the render
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    on the Noise Threshold, not the Max Samples.
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    Okay. So the difference between them -- I mean
    there is a difference, but I think it's just
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    because it has to it has to kick
    in a Noise Threshold and it like --
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    I don't know there is some
    weird calculation that goes
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    on when you're using a Noise Threshold,
    so you lose a little bit regardless.
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    But you can see the image hasn't changed.
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    I'm swapping between those two
    with doubling my Max Sample amount,
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    and it's not making any difference
    to my render engine.
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    Sorry if this is like going
    too -- in like explaining it.
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    Maybe you get it, but it is a very
    important point to think about,
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    because when you start working on a scene,
    you're like yeah which one is it actually using?
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    is it stopping the image
    from the Noise Threshold,
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    or is it stopping the image
    from the Max Samples?
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    And it kind of depends, because the Noise
    Threshold, you'll really see it work
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    in like a scene with like lots going on.
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    Like lots of complex objects.
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    You've got like a tree, you've got a house,
    you've got a river, different shaders.
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    You've got a shadowy part,
    you've got different things.
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    It then has to render longer in
    certain areas to clear up that noise,
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    and then less time in other areas.
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    So the Noise Threshold really kicks in.
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    This is a much more uniform object,
    but there is still differences
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    because the subsurface scattering in
    the icing is a very costly calculation.
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    But it's quite easy on this hard candy here.
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    So it should need to spend longer rendering
    this area than it does this area here.
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    So it's actually a good thing that it's
    stopping at the Noise Threshold here,
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    or that we're using the Noise Threshold,
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    because it should stop rendering this
    area here before it stops rendering --
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    but it'll render longer in this area.
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    So anyways.
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    Hope this is starting to make sense.
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    But I think the best thing you can do
    is to actually use a high sample count,
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    but then base your, like,
    what Noise Threshold do I use?
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    Look at the noisiest part of your image.
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    And then basically reduce this
    until you're happy with --
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    until it is at a noise level
    that you are happy with.
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    Okay. So let's go -- this is half that amount.
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    So it's now -- it should be twice as noise-free.
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    I guess that's the wording
    you would use for that.
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    And you can see it's taking
    a lot longer to render.
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    But it should be finished a lot sooner as well.
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    Okay, so that's 20 something seconds.
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    Wow it's almost coming up to 30 seconds.
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    Wow, because it's almost
    hitting the sample count.
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    I think it might actually stop with the samples.
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    There you go.
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    Okay, but here's an example,
    right, of the Noise Threshold.
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    You can see big differences here in
    the noise, but here on my hard candy,
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    there's not actually a lot of difference
    and in fact I think if I look over here --
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    yep, on this side of the donut, there's
    almost no difference between the two
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    because it actually hit the Noise
    Threshold before it hit the samples.
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    So that's the difference there.
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    So we're talking about, you know, fixing
    this if, you know, if I was to render this,
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    I would really probably need about 30
    seconds of frame for rendering on --
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    this is on Dual Titan RTX's, and I know most
    of you watching don't have hardware like that.
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    That's quite a long render time.
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    Now why is Cycles slow?
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    Well, this is actually quite a complex scene.
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    and what I mean by that is because
    of one thing, my shader here.
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    As I said subsurface scattering
    is a very costly calculation.
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    If I set this all the way to zero,
    watch how much faster it is to render.
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    Here we go.
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    It should now start to rock it.
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    And then we've got five seconds.
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    We went from 30 seconds with this noisy
    result, to a cleaner image in five seconds.
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    Okay. Now what is the difference?
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    Okay, you can see with subsurface scattering,
    yes, you get light that sort of like bleeds
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    into the icing a little bit better.
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    It is technically more accurate.
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    You also see it kind of around the -- not
    just in the shadowy areas, but also on,
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    you know, this part of the icing as well.
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    Yes. But from afar, the difference is minimal.
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    Right? So is it worth like a
    six or even 10 times the amount
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    of render time required, just
    for that tiny difference?
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    I would honestly say no.
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    For most of you watching, I don't
    think you need subsurface scattering.
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    So I think turn it off.
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    Because I think for most of you watching,
    you'll be much happier with the render time
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    and the fact that you don't have to
    yeah, render for 10 times the amount
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    of time just for that tiny little difference.
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    So I would do that.
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    And then I would probably still because
    now, you know, I'm down to five seconds,
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    why not just kick it up a little more.
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    Let's go -- let's double or
    more than double the threshold
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    and let's get it even clearer for my render.
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    So it's not going to stop 5
    seconds, 6 seconds, 7 seconds, 9, 10.
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    Maybe that's a little too far.
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    Maybe I went a little too extreme on that one.
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    The difference -- yeah 12
    seconds but, you know what?
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    It looks alright.
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    So that's probably the one that I would go with,
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    and then I would do it --
    maybe okay, let's go .03.
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    I'm going to use this as my final amount.
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    So Max Samples 81, 92, .03 for my
    Noise Threshold denoiser intel.
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    And then also as well as this, because
    we've got stuff in the background,
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    and I didn't mention depth
    of field or motion blur.
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    So motion blur, first of all
    that is the easiest one of all.
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    It's just a checkbox in your
    render settings checkbox.
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    And then I think that the shutter
    speed by default is set to .5.
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    I set mine to 1, because I
    want there to be like a nice --
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    I'll just show you what it looks like
    when you render it with motion blur.
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    I want there to be a nice motion
    blur when it's spinning around here.
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    By the way motion blur got so much faster in
    -- like when motion blur was first introduced
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    for Cycles, I think probably I guess
    with its inception, it was really slow.
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    But they like -- I think there was
    like one release where they're like,
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    yeah we reduced the render times for
    motion blur like 20 times or something.
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    So it is now so much faster to use
    motion blur than it used to be.
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    So that's good.
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    Alright, so that's motion blur.
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    And then depth of field there's no
    setting for depth of field here.
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    It's actually done in your camera setting.
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    So with your camera selected in your
    Outliner, then go to your Camera options,
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    and then here I want to use depth of field.
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    Check that button.
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    And then if you look at the rendered view, you
    would see that everything looks out of focus.
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    And it's basing it off of
    this distance value here.
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    So you would basically adjust this to
    adjust where you want your focus to be.
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    But actually I find the easiest way to do it is
    to use this Eyedropper tool for Focus object.
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    And then you just select the object you want
    to focus on, which in this case is my donut.
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    And there it is.
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    Now which part of the donut?
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    Because some part of it is closer
    to the camera than the others.
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    It's doing it based off of the
    origin point of your donut.
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    So if for whatever reason your origin
    point was like, way over there,
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    your depth of field be totally wrong.
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    So you just have to right-click,
    Set origin, Origin to geometry
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    and it would reset it to the center of mass.
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    And then your depth of field should be correct.
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    And I think I'm having second
    thoughts about this Noise Threshold.
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    I think that is -- I think .05.
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    I think I could get away with that,
    and also I'd go -- yeah let's halve it.
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    Max Samples.
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    Let's see how this looks.
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    Because -- yeah, because I demonstrated at
    the start, you know, that the render times,
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    you know, if I wanted to get it down
    to yeah, eight seconds, I think --
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    I think that's acceptable in terms of like
    glitchiness or any sort of shadow patchiness.
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    You usually need to render a few frames to
    see how it's going to like flicker across it
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    because of -- as I mentioned, it's an animation.
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    But, you know, if you're, you know, for
    something like TikTok, you know, Twitter,
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    the compression is so high,
    you're not going to see it.
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    So depends on what the platform
    it is you're uploading to.
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    If it's for like a feature film, you
    want to go for that extra low amount.
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    Okay, the other thing that will make
    a big difference is persistent data.
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    That will -- is especially important
    over over frames, because it basically --
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    the build time which, like, it has to take
    the the mesh, the object data, and then like,
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    put it on the graphics card memory.
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    and then, you know, in order to render it.
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    It'll only have to do that once.
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    And then for all the other frames that follow
    it, it'll just use the build time from before,
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    which is -- so that'll make a big difference.
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    What's the other thing I need to enable?
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    Yes, post processing.
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    I turned off compositor.
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    The compositor will add usually
    in my experience about a second.
  • 16:04 - 16:06
    I think it just uses your CPU.
  • 16:06 - 16:07
    Somebody correct me if I'm wrong there.
  • 16:08 - 16:10
    But yeah, it'll use your CPU.
  • 16:10 - 16:15
    And obviously it depends on how much
    complexity you got going on in your compositor.
  • 16:15 - 16:16
    We don't have that much.
  • 16:16 - 16:18
    So a little bit of extra time there.
  • 16:19 - 16:22
    And the other really big thing that I think
    I mentioned would make a big difference is --
  • 16:22 - 16:28
    I said this at the very start, but
    just to recap, use your GPU, right?
  • 16:28 - 16:30
    I'm using Dual Titan RTX's.
  • 16:30 - 16:35
    If I was to switch to, you know, none; I would
    not get this GPU option over here, right,
  • 16:35 - 16:37
    and then I would have to use my CPU.
  • 16:37 - 16:40
    And the CPU render times are extreme.
  • 16:40 - 16:44
    So it obviously depends on how good your CPU is,
  • 16:44 - 16:47
    but mine is nowhere near as
    good as my graphics cards.
  • 16:47 - 16:50
    So wow. It says what it's gonna be 24 hours.
  • 16:50 - 16:51
    That can't be right.
  • 16:52 - 16:53
    Well, it's wrong.
  • 16:53 - 16:54
    I assume it's wrong.
  • 16:54 - 16:58
    But yeah, it would it would not
    be fun to render this on a CPU.
  • 16:58 - 17:03
    So if you've got the option for those,
    you know, whatever would show up here,
  • 17:03 - 17:09
    make sure you're using that, or HIP if
    you've got an AMD that's suitable for it.
  • 17:09 - 17:11
    Now another couple of other things.
  • 17:11 - 17:17
    I mean, I wouldn't really recommend this, but
    there's max bounces as well, which is the number
  • 17:17 - 17:20
    of bounces that it's going
    to do, you know, off objects.
  • 17:20 - 17:24
    Right? And you've got a max for like,
    you know, if you want to control all
  • 17:24 - 17:27
    of these different amounts, diffuse, gloss,
    transmission, all -- if you want to cap it.
  • 17:28 - 17:31
    If I set this to 1, it would
    cap all of those at one bounce.
  • 17:31 - 17:35
    And it will be faster but it will
    also be noticeably different, right?
  • 17:35 - 17:39
    Like if I was to -- okay, this
    was the previous render, I guess.
  • 17:40 - 17:42
    Was it? Denoise, hmm.
  • 17:42 - 17:47
    Hang on. Let's do a render -- okay, well I'll
    just do a render with the light paths at 1.
  • 17:47 - 17:52
    And then I'll do another one at the
    light paths at another one -- let's see.
  • 17:52 - 17:57
    Okay, so we got that down to
    8 seconds, 11 seconds alright.
  • 17:57 - 18:01
    And then let's change the light parts back
    to 12, and then I'll show you the difference.
  • 18:01 - 18:04
    And usually it means that
    you'll get -- it'll be darker.
  • 18:04 - 18:10
    Sorry, when you're using less light bounces,
    it'll be darker, especially in like crevices
  • 18:10 - 18:12
    because there'll be less light that's bouncing.
  • 18:12 - 18:16
    Right? So and because I've got
    persistent data -- that's the thing.
  • 18:16 - 18:17
    With persistent data, it's deceiving.
  • 18:18 - 18:21
    because it's now borrowed
    the build time from before.
  • 18:21 - 18:22
    So it's saving time.
  • 18:22 - 18:26
    So that's why it's actually -- it's
    doing more computations, but it's faster.
  • 18:26 - 18:30
    So it's not -- but, you know, you could
    play with light bounces if you want.
  • 18:30 - 18:33
    I wouldn't recommend it, because I think
    it's actually fine at the defaults.
  • 18:34 - 18:37
    Clamping. I mean that's -- I
    think the default is set to 10.
  • 18:37 - 18:39
    The higher you set that to.
  • 18:39 - 18:43
    The faster it'll render, because it
    doesn't have to clear up bounces.
  • 18:43 - 18:45
    It's most noticeable in like, you know,
  • 18:45 - 18:49
    a closed-off room interior
    with like a single point lamp.
  • 18:49 - 18:51
    It'll, you know -- that's
    where it's most noticeable.
  • 18:51 - 18:54
    For something like this, it's not
    really going to be noticeable.
  • 18:54 - 18:57
    But I usually recommend turning it
    off, because you get a better result.
  • 18:57 - 18:58
    You get more light coming into the scene.
  • 18:59 - 19:01
    And then reflective refractive.
  • 19:01 - 19:04
    If you. Turn off caustics, it'll make a minor,
  • 19:04 - 19:07
    minor difference to your
    render times but not by much.
  • 19:08 - 19:10
    And was anything else, I'm just trying to think.
  • 19:10 - 19:12
    Performance, Threads?
  • 19:12 - 19:17
    No. I mean hey, if there's anything
    I've missed, in terms of like speeding
  • 19:17 - 19:19
    up render times, let me know in the comments.
  • 19:19 - 19:21
    Because I'm sure other people
    would like to know.
  • 19:21 - 19:26
    I'm also curious what hardware you guys
    have got and what your render times are,
  • 19:26 - 19:31
    because I think a lot of people are very,
    like, unhappy with their render times,
  • 19:31 - 19:33
    and they want to say like, is this normal?
  • 19:33 - 19:36
    Is it normal for it to take
    20 minutes per frame?
  • 19:36 - 19:41
    So comment below what hardware you've got,
    if you're rendering CPU, GPU, what that is,
  • 19:41 - 19:44
    and then what render time you've
    got so that other people can see.
  • 19:44 - 19:47
    Because I think that a lot of
    people would like to know that.
  • 19:48 - 19:48
    So there we go.
  • 19:48 - 19:51
    That's the difference between
    the -- what did I even enable?
  • 19:51 - 19:53
    I'm just talking while I'm doing stuff.
  • 19:54 - 20:01
    Now let's switch to Eevee, because I think
    a lot of you would be curious to know --
  • 20:01 - 20:05
    maybe your CPU -- you had to render on CPU
    and it was going to take 24 hours of frame.
  • 20:05 - 20:07
    How can you render on Eevee?
  • 20:07 - 20:10
    So the good thing about Eevee is that
    it is basically -- it's real time.
  • 20:10 - 20:11
    So you get it all for free.
  • 20:12 - 20:16
    But you generally -- unlike Cycles where
    everything is like accurate and ready to go
  • 20:16 - 20:21
    and you have to then like crush those render
    times, with Eevee, it's fast but you also have
  • 20:21 - 20:24
    to turn things on in order
    for it to behave correctly.
  • 20:24 - 20:28
    So I've actually set all my -- because
    I think we changed it at the very start.
  • 20:28 - 20:29
    But some of you might have different settings.
  • 20:29 - 20:32
    So I've set it all to the defaults,
    and I'm just going to go through
  • 20:32 - 20:35
    and just quickly show you how to set up
    Eevee for rendering this type of scene.
  • 20:36 - 20:40
    So the biggest one is underneath shadows
    in your render settings, Eevee shadows.
  • 20:41 - 20:46
    We've got Cube size, which is a --
    the Cascade is for lamps, sun lamps,
  • 20:46 - 20:48
    which we don't have any sun
    lamps, so it's not important.
  • 20:48 - 20:50
    But Cube size is for all the other lamps.
  • 20:50 - 20:56
    And that is this basically the size of your
    objects in kind of like a blocky volume field,
  • 20:57 - 21:00
    where it's going to be starting
    to calculate shadows from.
  • 21:01 - 21:03
    It's most obvious like if
    -- okay, that's the default.
  • 21:03 - 21:05
    If I was to set this to its maximum.
  • 21:06 - 21:06
    Do we see any difference?
  • 21:06 - 21:09
    Oh okay. We actually won't
    see any difference, I think,
  • 21:09 - 21:12
    because none of our lamps
    have shadows turned on.
  • 21:12 - 21:15
    So let's see, actually let's turn
    off the fill, let's turn off the rim,
  • 21:15 - 21:17
    and let's just turn on shadow
    for my key lamp here.
  • 21:17 - 21:21
    And now let's go back here and
    let's set this to its maximum.
  • 21:21 - 21:21
    Okay.
  • 21:22 - 21:25
    So this is set to nothing.
  • 21:25 - 21:26
    This is set to its maximum.
  • 21:27 - 21:27
    Nothing, okay.
  • 21:27 - 21:28
    What's actually going on now?
  • 21:29 - 21:33
    Oh okay, so does this need to be lower?
  • 21:33 - 21:36
    what's actually going on now?
  • 21:36 - 21:37
    I'm very confused.
  • 21:39 - 21:41
    Okay. So something is happening.
  • 21:42 - 21:43
    Oh, the clippings start.
  • 21:44 - 21:49
    Okay. That was set too low.
  • 21:49 - 21:49
    Okay.
  • 21:50 - 21:53
    So I mean it's really it's the --
    like it's all just kind of like --
  • 21:53 - 21:54
    I mean you have to learn what bias means.
  • 21:54 - 21:59
    It's kind of it's based on
    like Blender's unit scale.
  • 21:59 - 22:01
    Because we're working on
    like such a small tiny donut,
  • 22:01 - 22:03
    all these values are kind of wrong by default.
  • 22:03 - 22:05
    So I have to turn them all
    the way down basically.
  • 22:06 - 22:09
    This one though I have to turn up,
    oddly, in order for it to work.
  • 22:09 - 22:12
    But now that I've done that,
    you can see the difference here.
  • 22:12 - 22:14
    So this is with 512.
  • 22:14 - 22:17
    You can see that it's -- I've got
    light bleeding through my object here.
  • 22:17 - 22:21
    But then when I turn up the resolution,
    it's able to detect more of the object
  • 22:21 - 22:22
    and go okay this part should be in shadow.
  • 22:23 - 22:25
    I'm getting less light bleed around there.
  • 22:25 - 22:28
    Okay. Then another one, because
    this is my key lamp,
  • 22:28 - 22:30
    I want to see some shadows on my sprinkles.
  • 22:30 - 22:34
    And you can see that I've got
    one side of my sprinkle in shadow
  • 22:34 - 22:38
    but I don't have any shadow cast onto the icing.
  • 22:38 - 22:41
    So for that I would turn on contact shadows.
  • 22:41 - 22:45
    And with that, I wouldn't see any results by
    default, because the values are again wrong.
  • 22:45 - 22:50
    So let's turn the bias all
    the way down to 0 or 0.001.
  • 22:50 - 22:52
    Okay. And now I can see results.
  • 22:52 - 22:57
    So contact shadow you should
    know, is a fakery, okay?
  • 22:57 - 22:59
    It's not real shadow casting.
  • 23:00 - 23:04
    It's basing it on what it can see on
    the screen and it's doing a fakery.
  • 23:04 - 23:08
    So what I mean by that is as an
    example look in the bottom --
  • 23:08 - 23:10
    like on the left hand corner of the screen now.
  • 23:10 - 23:15
    Watch what happens to this
    shadow of this blue ball here.
  • 23:15 - 23:19
    If I just drag across there, you
    can see that it is disappearing.
  • 23:19 - 23:23
    The shadow is disappearing, and
    that's because it's only able
  • 23:23 - 23:25
    to detect it when it's on the screen.
  • 23:25 - 23:28
    When it's offscreen, even though there should
    be shadow there, it's not able to detect it.
  • 23:29 - 23:32
    So that is just a limitation
    of that type of calculation.
  • 23:32 - 23:34
    And by the way, that is the
    same in Unreal Engine.
  • 23:34 - 23:38
    You see it a lot in animations done with
    Unreal Engine, the exact same thing.
  • 23:38 - 23:39
    It's just the way it works.
  • 23:39 - 23:44
    So contact shadow should be done basically
    in animations where the camera's not moving
  • 23:44 - 23:46
    where you, you know, it's
    not going to be an issue.
  • 23:46 - 23:48
    But for something like this, it's not a problem.
  • 23:48 - 23:51
    Distance. I guess I just have to
    make sure it's not set to zero.
  • 23:51 - 23:53
    And then thickness, the other one.
  • 23:53 - 23:54
    Yeah thickness.
  • 23:55 - 23:59
    So you can see, if I look at this --
    this is what it was set to before.
  • 23:59 - 24:03
    The shadow from my blue ball here is --
  • 24:03 - 24:07
    it's casting shadows on things
    behind it, which is odd.
  • 24:08 - 24:10
    Again it's like how -- what
    exactly is it calculating on?
  • 24:10 - 24:12
    I mean you just have to fiddle with it.
  • 24:12 - 24:18
    I find you have to set this value to not its
    lowest, but somewhere around .03 it starts
  • 24:18 - 24:23
    to look correct, .0034 for this scale of object.
  • 24:23 - 24:27
    Again your scale might be different, but
    that is what is looking correct to me.
  • 24:28 - 24:29
    Okay that's the key lamp.
  • 24:29 - 24:30
    Now let's go the rim.
  • 24:30 - 24:35
    The rim, turn on Shadow and then set
    your Bias all the way down to zero.
  • 24:35 - 24:39
    And that is basically -- oh
    and then your clipping amount.
  • 24:39 - 24:39
    Clip start.
  • 24:40 - 24:43
    You just want to turn that up
    from zero essentially, okay?
  • 24:44 - 24:46
    And then my fill lamp.
  • 24:47 - 24:48
    Turn on Shadow.
  • 24:49 - 24:52
    Turn the Bias all the way down
    to zero, and then Clipping start.
  • 24:52 - 24:55
    Let's turn that up, and there we go.
  • 24:57 - 25:02
    Okay so, my key, my fill, and my rim all
    together looks a little bit like that.
  • 25:02 - 25:06
    And we can improve it with
    some Screen Space Reflections,
  • 25:06 - 25:11
    which you'll see most noticeably
    on these shiny balls here, okay?
  • 25:11 - 25:12
    It's not true reflection, by the way.
  • 25:12 - 25:15
    It's not really doing an accurate
    reflection of what's around it.
  • 25:15 - 25:22
    It's doing an okay, passable job, but it's not
    anywhere near as accurate as full ray tracing,
  • 25:22 - 25:23
    which is what you get with Cycles.
  • 25:24 - 25:28
    But it's like -- it's doing a pretty good job
    for something that you get for free essentially.
  • 25:28 - 25:30
    It's doing a great job.
  • 25:30 - 25:34
    The other setting you might want
    to use is called Ambient Occlusion.
  • 25:35 - 25:40
    Ambient Occlusion if you missed it from the
    start, it will add in darkening in the crevices,
  • 25:40 - 25:42
    which is what you see naturally in real life.
  • 25:42 - 25:45
    It's what Cycles would generate,
    you know, accurately by default.
  • 25:46 - 25:47
    But you turn on here.
  • 25:47 - 25:50
    And you won't see anything, and it would
    actually confuse me when I was practicing
  • 25:50 - 25:53
    for this tutorial, because I'm
    like why is Ambient Occlusion?
  • 25:53 - 25:56
    And it's because it's actually it's kind of
    basing it off of the -- [keyboard clicking].
  • 25:56 - 25:58
    Oh dear sorry about that.
  • 25:58 - 26:01
    Slackbot, very annoying.
  • 26:01 - 26:03
    Thank you.
  • 26:03 - 26:08
    The strength -- it's basing it off of
    the strength of the world lighting,
  • 26:08 - 26:10
    and then it's doing an ambient on top of it.
  • 26:10 - 26:12
    So if this is set to zero,
    you won't get any ambient.
  • 26:12 - 26:15
    So basically you have to
    set this to something else,
  • 26:15 - 26:17
    like you have to have a little
    bit of world lighting.
  • 26:18 - 26:21
    And then when you do that, you'll see that
    there's a slight difference between ambient --
  • 26:22 - 26:23
    I mean, is there a slight difference?
  • 26:23 - 26:24
    It's so subtle.
  • 26:25 - 26:26
    You can kind of see it in here.
  • 26:27 - 26:28
    On, off; on, off.
  • 26:29 - 26:30
    I mean can you see it?
  • 26:30 - 26:31
    I actually don't know.
  • 26:33 - 26:36
    I mean because you guys are watching
    on YouTube, it's like even subtler.
  • 26:36 - 26:38
    But yeah, there's a slight
    darkening going on there,
  • 26:38 - 26:40
    and that's with the factor all the way up.
  • 26:40 - 26:41
    Oh you can go higher.
  • 26:42 - 26:45
    Oh I can enter a value higher than 1.
  • 26:45 - 26:48
    I might want to do that.
  • 26:49 - 26:54
    But yeah, that's what you would do if you
    wanted to get nice looking results from Eevee.
  • 26:55 - 27:00
    There is sampling for Eevee, but
    it's not the same sampling as Cycles.
  • 27:01 - 27:05
    It is just a -- it's basically like
    -- I'll show you the difference.
  • 27:05 - 27:05
    Alright.
  • 27:05 - 27:06
    Let's do a render with this.
  • 27:07 - 27:08
    Okay look at that.
  • 27:08 - 27:09
    Wow, one second.
  • 27:09 - 27:12
    One second, and one-and-a-half seconds.
  • 27:12 - 27:16
    And then if I set this to this like, 12 samples
  • 27:16 - 27:19
    and I'll show you the difference
    between the two.
  • 27:19 - 27:24
    Okay? It is faster okay, but
    it's like it's doing less of that
  • 27:24 - 27:26
    like calculation of the lamp to make it soft.
  • 27:26 - 27:28
    It's doing less of that.
  • 27:28 - 27:33
    So look, I mean what difference
    does it make, right?
  • 27:33 - 27:35
    When you've got render times
    down to this amount,
  • 27:35 - 27:37
    it's really -- it's splitting hairs here.
  • 27:37 - 27:39
    I'd just go 64 who cares
  • 27:40 - 27:42
    Bloom, we don't need because we've got it.
  • 27:42 - 27:46
    It's working in the compositor, but you could,
    you know, use that instead if you wanted to.
  • 27:46 - 27:47
    Indirect light.
  • 27:47 - 27:49
    That's really only used for like big scenes.
  • 27:50 - 27:52
    It's a sort of a more advanced
    way of generating it.
  • 27:53 - 27:55
    But yeah, there you go.
  • 27:55 - 28:00
    So it's kind of cool, you know, with having
    Eevee and Cycles right next to each other
  • 28:00 - 28:02
    and kind of their values are independent.
  • 28:02 - 28:05
    Like all that stuff that we did with
    the lamp here doesn't make a difference
  • 28:05 - 28:07
    to Cycles, because Cycles doesn't need it.
  • 28:07 - 28:11
    But when I switch to Eevee,
    it will just use that instead.
  • 28:12 - 28:14
    So there you go.
  • 28:14 - 28:17
    So I'll just quickly show you the
    comparison of the two side by side.
  • 28:18 - 28:25
    This is with 4,096, samples 0.05,
    and I'll show you the render times.
  • 28:26 - 28:27
    It's around 11 seconds.
  • 28:27 - 28:30
    Oh it's going to be 13, I
    guess with the compositor
  • 28:30 - 28:32
    on top, 15 with the denoising as well.
  • 28:32 - 28:36
    Alright, so I'd probably maybe try to get
    that down a little further, but I think it was
  • 28:36 - 28:39
    like -- I thought it was
    like 10 before, but anyways.
  • 28:40 - 28:44
    There's a big difference,
    right, between Eevee and Cycles.
  • 28:44 - 28:46
    And it's really -- it's just this part.
  • 28:47 - 28:50
    I mean, that's the biggest part,
    which you could actually fake
  • 28:50 - 28:52
    if you put a lamp in there that was pink.
  • 28:53 - 28:54
    So there are ways to fake it.
  • 28:54 - 28:58
    You would have to work extra hard
    to fake the bounce around each
  • 28:58 - 28:59
    of the individual sprinkles, though.
  • 29:00 - 29:05
    That it would not help you with, so there are
    -- I mean that there's just trade-offs, right?
  • 29:06 - 29:09
    So alright, I won't make this
    any more longer than it needs
  • 29:09 - 29:10
    to be, because I think that's about it.
  • 29:10 - 29:15
    So don't actually render this though, okay,
    because I don't want you to render this
  • 29:15 - 29:19
    and put it into a video file or anything like
    that, because that's not the way to render.
  • 29:19 - 29:23
    And I've got a few little tips
    that I want to include on how
  • 29:23 - 29:25
    to make your donut look even better.
  • 29:25 - 29:29
    So believe it or not, we're actually
    gonna do the rendering in this next video,
  • 29:30 - 29:32
    the one that's called Compiling the Animation.
  • 29:32 - 29:34
    So go ahead click here.
  • 29:34 - 29:38
    I'll show you how to fix your donut make
    it look even better than it already does,
  • 29:38 - 29:42
    and we'll render it out, and
    we'll create that final video file
  • 29:42 - 29:45
    that you could then upload to
    your social media, et cetera.
  • 29:46 - 29:48
    So click there, and I will
    see you in the next part.
  • 29:48 - 29:48
    Bye.
Title:
Blender 3.0 Beginner Tutorial Part 15: Rendering
Description:

more » « less
Video Language:
English (United States)
Duration:
29:49

English (United States) subtitles

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