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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.
-
With Poliigon's models, textures, and HDRS, you
can create architecture and environmental scenes
-
that look amazing from every angle.
-
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.
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I think it just uses your CPU.
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Somebody correct me if I'm wrong there.
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But yeah, it'll use your CPU.
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And obviously it depends on how much
complexity you got going on in your compositor.
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We don't have that much.
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So a little bit of extra time there.
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And the other really big thing that I think
I mentioned would make a big difference is --
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I said this at the very start, but
just to recap, use your GPU, right?
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I'm using Dual Titan RTX's.
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If I was to switch to, you know, none; I would
not get this GPU option over here, right,
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and then I would have to use my CPU.
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And the CPU render times are extreme.
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So it obviously depends on how good your CPU is,
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but mine is nowhere near as
good as my graphics cards.
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So wow. It says what it's gonna be 24 hours.
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That can't be right.
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Well, it's wrong.
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I assume it's wrong.
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But yeah, it would it would not
be fun to render this on a CPU.
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So if you've got the option for those,
you know, whatever would show up here,
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make sure you're using that, or HIP if
you've got an AMD that's suitable for it.
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Now another couple of other things.
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I mean, I wouldn't really recommend this, but
there's max bounces as well, which is the number
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of bounces that it's going
to do, you know, off objects.
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Right? And you've got a max for like,
you know, if you want to control all
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of these different amounts, diffuse, gloss,
transmission, all -- if you want to cap it.
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If I set this to 1, it would
cap all of those at one bounce.
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And it will be faster but it will
also be noticeably different, right?
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Like if I was to -- okay, this
was the previous render, I guess.
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Was it? Denoise, hmm.
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Hang on. Let's do a render -- okay, well I'll
just do a render with the light paths at 1.
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And then I'll do another one at the
light paths at another one -- let's see.
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Okay, so we got that down to
8 seconds, 11 seconds alright.
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And then let's change the light parts back
to 12, and then I'll show you the difference.
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And usually it means that
you'll get -- it'll be darker.
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Sorry, when you're using less light bounces,
it'll be darker, especially in like crevices
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because there'll be less light that's bouncing.
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Right? So and because I've got
persistent data -- that's the thing.
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With persistent data, it's deceiving.
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because it's now borrowed
the build time from before.
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So it's saving time.
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So that's why it's actually -- it's
doing more computations, but it's faster.
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So it's not -- but, you know, you could
play with light bounces if you want.
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I wouldn't recommend it, because I think
it's actually fine at the defaults.
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Clamping. I mean that's -- I
think the default is set to 10.
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The higher you set that to.
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The faster it'll render, because it
doesn't have to clear up bounces.
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It's most noticeable in like, you know,
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a closed-off room interior
with like a single point lamp.
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It'll, you know -- that's
where it's most noticeable.
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For something like this, it's not
really going to be noticeable.
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But I usually recommend turning it
off, because you get a better result.
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You get more light coming into the scene.
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And then reflective refractive.
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If you. Turn off caustics, it'll make a minor,
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minor difference to your
render times but not by much.
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And was anything else, I'm just trying to think.
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Performance, Threads?
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No. I mean hey, if there's anything
I've missed, in terms of like speeding
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up render times, let me know in the comments.
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Because I'm sure other people
would like to know.
-
I'm also curious what hardware you guys
have got and what your render times are,
-
because I think a lot of people are very,
like, unhappy with their render times,
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and they want to say like, is this normal?
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Is it normal for it to take
20 minutes per frame?
-
So comment below what hardware you've got,
if you're rendering CPU, GPU, what that is,
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and then what render time you've
got so that other people can see.
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Because I think that a lot of
people would like to know that.
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So there we go.
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That's the difference between
the -- what did I even enable?
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I'm just talking while I'm doing stuff.
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Now let's switch to Eevee, because I think
a lot of you would be curious to know --
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maybe your CPU -- you had to render on CPU
and it was going to take 24 hours of frame.
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How can you render on Eevee?
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So the good thing about Eevee is that
it is basically -- it's real time.
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So you get it all for free.
-
But you generally -- unlike Cycles where
everything is like accurate and ready to go
-
and you have to then like crush those render
times, with Eevee, it's fast but you also have
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to turn things on in order
for it to behave correctly.
-
So I've actually set all my -- because
I think we changed it at the very start.
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But some of you might have different settings.
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So I've set it all to the defaults,
and I'm just going to go through
-
and just quickly show you how to set up
Eevee for rendering this type of scene.
-
So the biggest one is underneath shadows
in your render settings, Eevee shadows.
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We've got Cube size, which is a --
the Cascade is for lamps, sun lamps,
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which we don't have any sun
lamps, so it's not important.
-
But Cube size is for all the other lamps.
-
And that is this basically the size of your
objects in kind of like a blocky volume field,
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where it's going to be starting
to calculate shadows from.
-
It's most obvious like if
-- okay, that's the default.
-
If I was to set this to its maximum.
-
Do we see any difference?
-
Oh okay. We actually won't
see any difference, I think,
-
because none of our lamps
have shadows turned on.
-
So let's see, actually let's turn
off the fill, let's turn off the rim,
-
and let's just turn on shadow
for my key lamp here.
-
And now let's go back here and
let's set this to its maximum.
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Okay.
-
So this is set to nothing.
-
This is set to its maximum.
-
Nothing, okay.
-
What's actually going on now?
-
Oh okay, so does this need to be lower?
-
what's actually going on now?
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I'm very confused.
-
Okay. So something is happening.
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Oh, the clippings start.
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Okay. That was set too low.
-
Okay.
-
So I mean it's really it's the --
like it's all just kind of like --
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I mean you have to learn what bias means.
-
It's kind of it's based on
like Blender's unit scale.
-
Because we're working on
like such a small tiny donut,
-
all these values are kind of wrong by default.
-
So I have to turn them all
the way down basically.
-
This one though I have to turn up,
oddly, in order for it to work.
-
But now that I've done that,
you can see the difference here.
-
So this is with 512.
-
You can see that it's -- I've got
light bleeding through my object here.
-
But then when I turn up the resolution,
it's able to detect more of the object
-
and go okay this part should be in shadow.
-
I'm getting less light bleed around there.
-
Okay. Then another one, because
this is my key lamp,
-
I want to see some shadows on my sprinkles.
-
And you can see that I've got
one side of my sprinkle in shadow
-
but I don't have any shadow cast onto the icing.
-
So for that I would turn on contact shadows.
-
And with that, I wouldn't see any results by
default, because the values are again wrong.
-
So let's turn the bias all
the way down to 0 or 0.001.
-
Okay. And now I can see results.
-
So contact shadow you should
know, is a fakery, okay?
-
It's not real shadow casting.
-
It's basing it on what it can see on
the screen and it's doing a fakery.
-
So what I mean by that is as an
example look in the bottom --
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like on the left hand corner of the screen now.
-
Watch what happens to this
shadow of this blue ball here.
-
If I just drag across there, you
can see that it is disappearing.
-
The shadow is disappearing, and
that's because it's only able
-
to detect it when it's on the screen.
-
When it's offscreen, even though there should
be shadow there, it's not able to detect it.
-
So that is just a limitation
of that type of calculation.
-
And by the way, that is the
same in Unreal Engine.
-
You see it a lot in animations done with
Unreal Engine, the exact same thing.
-
It's just the way it works.
-
So contact shadow should be done basically
in animations where the camera's not moving
-
where you, you know, it's
not going to be an issue.
-
But for something like this, it's not a problem.
-
Distance. I guess I just have to
make sure it's not set to zero.
-
And then thickness, the other one.
-
Yeah thickness.
-
So you can see, if I look at this --
this is what it was set to before.
-
The shadow from my blue ball here is --
-
it's casting shadows on things
behind it, which is odd.
-
Again it's like how -- what
exactly is it calculating on?
-
I mean you just have to fiddle with it.
-
I find you have to set this value to not its
lowest, but somewhere around .03 it starts
-
to look correct, .0034 for this scale of object.
-
Again your scale might be different, but
that is what is looking correct to me.
-
Okay that's the key lamp.
-
Now let's go the rim.
-
The rim, turn on Shadow and then set
your Bias all the way down to zero.
-
And that is basically -- oh
and then your clipping amount.
-
Clip start.
-
You just want to turn that up
from zero essentially, okay?
-
And then my fill lamp.
-
Turn on Shadow.
-
Turn the Bias all the way down
to zero, and then Clipping start.
-
Let's turn that up, and there we go.
-
Okay so, my key, my fill, and my rim all
together looks a little bit like that.
-
And we can improve it with
some Screen Space Reflections,
-
which you'll see most noticeably
on these shiny balls here, okay?
-
It's not true reflection, by the way.
-
It's not really doing an accurate
reflection of what's around it.
-
It's doing an okay, passable job, but it's not
anywhere near as accurate as full ray tracing,
-
which is what you get with Cycles.
-
But it's like -- it's doing a pretty good job
for something that you get for free essentially.
-
It's doing a great job.
-
The other setting you might want
to use is called Ambient Occlusion.
-
Ambient Occlusion if you missed it from the
start, it will add in darkening in the crevices,
-
which is what you see naturally in real life.
-
It's what Cycles would generate,
you know, accurately by default.
-
But you turn on here.
-
And you won't see anything, and it would
actually confuse me when I was practicing
-
for this tutorial, because I'm
like why is Ambient Occlusion?
-
And it's because it's actually it's kind of
basing it off of the -- [keyboard clicking].
-
Oh dear sorry about that.
-
Slackbot, very annoying.
-
Thank you.
-
The strength -- it's basing it off of
the strength of the world lighting,
-
and then it's doing an ambient on top of it.
-
So if this is set to zero,
you won't get any ambient.
-
So basically you have to
set this to something else,
-
like you have to have a little
bit of world lighting.
-
And then when you do that, you'll see that
there's a slight difference between ambient --
-
I mean, is there a slight difference?
-
It's so subtle.
-
You can kind of see it in here.
-
On, off; on, off.
-
I mean can you see it?
-
I actually don't know.
-
I mean because you guys are watching
on YouTube, it's like even subtler.
-
But yeah, there's a slight
darkening going on there,
-
and that's with the factor all the way up.
-
Oh you can go higher.
-
Oh I can enter a value higher than 1.
-
I might want to do that.
-
But yeah, that's what you would do if you
wanted to get nice looking results from Eevee.
-
There is sampling for Eevee, but
it's not the same sampling as Cycles.
-
It is just a -- it's basically like
-- I'll show you the difference.
-
Alright.
-
Let's do a render with this.
-
Okay look at that.
-
Wow, one second.
-
One second, and one-and-a-half seconds.
-
And then if I set this to this like, 12 samples
-
and I'll show you the difference
between the two.
-
Okay? It is faster okay, but
it's like it's doing less of that
-
like calculation of the lamp to make it soft.
-
It's doing less of that.
-
So look, I mean what difference
does it make, right?
-
When you've got render times
down to this amount,
-
it's really -- it's splitting hairs here.
-
I'd just go 64 who cares
-
Bloom, we don't need because we've got it.
-
It's working in the compositor, but you could,
you know, use that instead if you wanted to.
-
Indirect light.
-
That's really only used for like big scenes.
-
It's a sort of a more advanced
way of generating it.
-
But yeah, there you go.
-
So it's kind of cool, you know, with having
Eevee and Cycles right next to each other
-
and kind of their values are independent.
-
Like all that stuff that we did with
the lamp here doesn't make a difference
-
to Cycles, because Cycles doesn't need it.
-
But when I switch to Eevee,
it will just use that instead.
-
So there you go.
-
So I'll just quickly show you the
comparison of the two side by side.
-
This is with 4,096, samples 0.05,
and I'll show you the render times.
-
It's around 11 seconds.
-
Oh it's going to be 13, I
guess with the compositor
-
on top, 15 with the denoising as well.
-
Alright, so I'd probably maybe try to get
that down a little further, but I think it was
-
like -- I thought it was
like 10 before, but anyways.
-
There's a big difference,
right, between Eevee and Cycles.
-
And it's really -- it's just this part.
-
I mean, that's the biggest part,
which you could actually fake
-
if you put a lamp in there that was pink.
-
So there are ways to fake it.
-
You would have to work extra hard
to fake the bounce around each
-
of the individual sprinkles, though.
-
That it would not help you with, so there are
-- I mean that there's just trade-offs, right?
-
So alright, I won't make this
any more longer than it needs
-
to be, because I think that's about it.
-
So don't actually render this though, okay,
because I don't want you to render this
-
and put it into a video file or anything like
that, because that's not the way to render.
-
And I've got a few little tips
that I want to include on how
-
to make your donut look even better.
-
So believe it or not, we're actually
gonna do the rendering in this next video,
-
the one that's called Compiling the Animation.
-
So go ahead click here.
-
I'll show you how to fix your donut make
it look even better than it already does,
-
and we'll render it out, and
we'll create that final video file
-
that you could then upload to
your social media, et cetera.
-
So click there, and I will
see you in the next part.
-
Bye.