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	<id>https://wiki.standingpad.org/index.php?action=history&amp;feed=atom&amp;title=Render_Optimization</id>
	<title>Render Optimization - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.standingpad.org/index.php?action=history&amp;feed=atom&amp;title=Render_Optimization"/>
	<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;action=history"/>
	<updated>2026-06-29T12:29:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=506&amp;oldid=prev</id>
		<title>Standingpad: /* Texture Cache */  Remove period in reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=506&amp;oldid=prev"/>
		<updated>2026-05-16T22:11:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Texture Cache: &lt;/span&gt;  Remove period in reference&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:11, 16 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l130&quot;&gt;Line 130:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 130:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|Note: The following information is about a feature that, as of writing, is not in the stable releases of Blender. While this feature is mostly complete, it is subject to changes before entering stable}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|Note: The following information is about a feature that, as of writing, is not in the stable releases of Blender. While this feature is mostly complete, it is subject to changes before entering stable}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In scenes with a large amount of textures, the texture cache feature may be used. At its core, texture cache works by taking every texture in the scene and creating various versions with reduced resolutions; it then loads textures that are visible to the camera, using the distance of objects in the scene to decide the resolution loaded&amp;lt;ref&amp;gt;https://developer.blender.org/docs/release_notes/5.2/cycles/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://projects.blender.org/blender/blender/pulls/154913 Blender Pull Request 154913: Cycles: Add image texture cache and mipmaps]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/-JVROzcTElM Christopher 3D: Blender 5.2: The New Texture Caching System Explained]&amp;lt;/ref&amp;gt;. In addition, when using tiles, Cycles will also unload previously loaded textures that are not visible to the current tile being rendered, through a feature known as cache eviction&amp;lt;ref&amp;gt;[https://projects.blender.org/blender/blender/pulls/157244 Blender Pull Request 157244: Cycles: Texture cache eviction and widen ray differentials]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/8PIoc8IJLzk Christopher 3D: Blender 5.2. More memory efficiency gains with Cache Eviction&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/del&gt;]&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In scenes with a large amount of textures, the texture cache feature may be used. At its core, texture cache works by taking every texture in the scene and creating various versions with reduced resolutions; it then loads textures that are visible to the camera, using the distance of objects in the scene to decide the resolution loaded&amp;lt;ref&amp;gt;https://developer.blender.org/docs/release_notes/5.2/cycles/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://projects.blender.org/blender/blender/pulls/154913 Blender Pull Request 154913: Cycles: Add image texture cache and mipmaps]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/-JVROzcTElM Christopher 3D: Blender 5.2: The New Texture Caching System Explained]&amp;lt;/ref&amp;gt;. In addition, when using tiles, Cycles will also unload previously loaded textures that are not visible to the current tile being rendered, through a feature known as cache eviction&amp;lt;ref&amp;gt;[https://projects.blender.org/blender/blender/pulls/157244 Blender Pull Request 157244: Cycles: Texture cache eviction and widen ray differentials]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/8PIoc8IJLzk Christopher 3D: Blender 5.2. More memory efficiency gains with Cache Eviction]&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, the significant reductions in memory usage stemming from texture cache come from scenes with many large textures (e.g. 4K textures). Thus, for Minecraft animation specifically, texture cache may only benefit scenes using higher resolution textures, with standard Minecraft animation scenes setting little to no improvement in memory usage. Further testing would be needed to make definite conclusions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, the significant reductions in memory usage stemming from texture cache come from scenes with many large textures (e.g. 4K textures). Thus, for Minecraft animation specifically, texture cache may only benefit scenes using higher resolution textures, with standard Minecraft animation scenes setting little to no improvement in memory usage. Further testing would be needed to make definite conclusions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=505&amp;oldid=prev</id>
		<title>Standingpad: /* Texture Cache */  Adjust pull request references to make them more clear at a glance</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=505&amp;oldid=prev"/>
		<updated>2026-05-16T22:10:52Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Texture Cache: &lt;/span&gt;  Adjust pull request references to make them more clear at a glance&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:10, 16 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l130&quot;&gt;Line 130:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 130:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|Note: The following information is about a feature that, as of writing, is not in the stable releases of Blender. While this feature is mostly complete, it is subject to changes before entering stable}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|Note: The following information is about a feature that, as of writing, is not in the stable releases of Blender. While this feature is mostly complete, it is subject to changes before entering stable}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In scenes with a large amount of textures, the texture cache feature may be used. At its core, texture cache works by taking every texture in the scene and creating various versions with reduced resolutions; it then loads textures that are visible to the camera, using the distance of objects in the scene to decide the resolution loaded&amp;lt;ref&amp;gt;https://developer.blender.org/docs/release_notes/5.2/cycles/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/154913&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/-JVROzcTElM Christopher 3D: Blender 5.2: The New Texture Caching System Explained]&amp;lt;/ref&amp;gt;. In addition, when using tiles, Cycles will also unload previously loaded textures that are not visible to the current tile being rendered, through a feature known as cache eviction&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/157244&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/8PIoc8IJLzk Christopher 3D: Blender 5.2. More memory efficiency gains with Cache Eviction.]&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In scenes with a large amount of textures, the texture cache feature may be used. At its core, texture cache works by taking every texture in the scene and creating various versions with reduced resolutions; it then loads textures that are visible to the camera, using the distance of objects in the scene to decide the resolution loaded&amp;lt;ref&amp;gt;https://developer.blender.org/docs/release_notes/5.2/cycles/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/ins&gt;https://projects.blender.org/blender/blender/pulls/154913 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blender Pull Request 154913: Cycles: Add image texture cache and mipmaps]&lt;/ins&gt;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/-JVROzcTElM Christopher 3D: Blender 5.2: The New Texture Caching System Explained]&amp;lt;/ref&amp;gt;. In addition, when using tiles, Cycles will also unload previously loaded textures that are not visible to the current tile being rendered, through a feature known as cache eviction&amp;lt;ref&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/ins&gt;https://projects.blender.org/blender/blender/pulls/157244 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blender Pull Request 157244: Cycles: Texture cache eviction and widen ray differentials]&lt;/ins&gt;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/8PIoc8IJLzk Christopher 3D: Blender 5.2. More memory efficiency gains with Cache Eviction.]&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, the significant reductions in memory usage stemming from texture cache come from scenes with many large textures (e.g. 4K textures). Thus, for Minecraft animation specifically, texture cache may only benefit scenes using higher resolution textures, with standard Minecraft animation scenes setting little to no improvement in memory usage. Further testing would be needed to make definite conclusions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, the significant reductions in memory usage stemming from texture cache come from scenes with many large textures (e.g. 4K textures). Thus, for Minecraft animation specifically, texture cache may only benefit scenes using higher resolution textures, with standard Minecraft animation scenes setting little to no improvement in memory usage. Further testing would be needed to make definite conclusions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=502&amp;oldid=prev</id>
		<title>Standingpad: Adjust references to include video title</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=502&amp;oldid=prev"/>
		<updated>2026-05-16T04:46:31Z</updated>

		<summary type="html">&lt;p&gt;Adjust references to include video title&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:46, 16 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l130&quot;&gt;Line 130:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 130:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|Note: The following information is about a feature that, as of writing, is not in the stable releases of Blender. While this feature is mostly complete, it is subject to changes before entering stable}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|Note: The following information is about a feature that, as of writing, is not in the stable releases of Blender. While this feature is mostly complete, it is subject to changes before entering stable}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In scenes with a large amount of textures, the texture cache feature may be used. At its core, texture cache works by taking every texture in the scene and creating various versions with reduced resolutions; it then loads textures that are visible to the camera, using the distance of objects in the scene to decide the resolution loaded&amp;lt;ref&amp;gt;https://developer.blender.org/docs/release_notes/5.2/cycles/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/154913&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://youtu.be/-JVROzcTElM&amp;lt;/ref&amp;gt;. In addition, when using tiles, Cycles will also unload previously loaded textures that are not visible to the current tile being rendered, through a feature known as cache eviction&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/157244&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://youtu.be/8PIoc8IJLzk&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In scenes with a large amount of textures, the texture cache feature may be used. At its core, texture cache works by taking every texture in the scene and creating various versions with reduced resolutions; it then loads textures that are visible to the camera, using the distance of objects in the scene to decide the resolution loaded&amp;lt;ref&amp;gt;https://developer.blender.org/docs/release_notes/5.2/cycles/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/154913&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/ins&gt;https://youtu.be/-JVROzcTElM &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Christopher 3D: Blender 5.2: The New Texture Caching System Explained]&lt;/ins&gt;&amp;lt;/ref&amp;gt;. In addition, when using tiles, Cycles will also unload previously loaded textures that are not visible to the current tile being rendered, through a feature known as cache eviction&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/157244&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/ins&gt;https://youtu.be/8PIoc8IJLzk &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Christopher 3D: Blender 5.2. More memory efficiency gains with Cache Eviction.]&lt;/ins&gt;&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, the significant reductions in memory usage stemming from texture cache come from scenes with many large textures (e.g. 4K textures). Thus, for Minecraft animation specifically, texture cache may only benefit scenes using higher resolution textures, with standard Minecraft animation scenes setting little to no improvement in memory usage. Further testing would be needed to make definite conclusions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, the significant reductions in memory usage stemming from texture cache come from scenes with many large textures (e.g. 4K textures). Thus, for Minecraft animation specifically, texture cache may only benefit scenes using higher resolution textures, with standard Minecraft animation scenes setting little to no improvement in memory usage. Further testing would be needed to make definite conclusions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=498&amp;oldid=prev</id>
		<title>Standingpad: Add texture cache information, with warning that it&#039;s not yet in stable</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=498&amp;oldid=prev"/>
		<updated>2026-05-15T21:49:45Z</updated>

		<summary type="html">&lt;p&gt;Add texture cache information, with warning that it&amp;#039;s not yet in stable&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:49, 15 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l125&quot;&gt;Line 125:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 125:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Adaptive subdivision and/or [[Level of Detail|LOD]] may also introduce memory savings for terrain.&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=1670 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Adaptive Subdivision]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Adaptive subdivision and/or [[Level of Detail|LOD]] may also introduce memory savings for terrain.&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=1670 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Adaptive Subdivision]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===== Texture Cache =====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Note|Note: The following information is about a feature that, as of writing, is not in the stable releases of Blender. While this feature is mostly complete, it is subject to changes before entering stable}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In scenes with a large amount of textures, the texture cache feature may be used. At its core, texture cache works by taking every texture in the scene and creating various versions with reduced resolutions; it then loads textures that are visible to the camera, using the distance of objects in the scene to decide the resolution loaded&amp;lt;ref&amp;gt;https://developer.blender.org/docs/release_notes/5.2/cycles/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/154913&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://youtu.be/-JVROzcTElM&amp;lt;/ref&amp;gt;. In addition, when using tiles, Cycles will also unload previously loaded textures that are not visible to the current tile being rendered, through a feature known as cache eviction&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/157244&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://youtu.be/8PIoc8IJLzk&amp;lt;/ref&amp;gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, the significant reductions in memory usage stemming from texture cache come from scenes with many large textures (e.g. 4K textures). Thus, for Minecraft animation specifically, texture cache may only benefit scenes using higher resolution textures, with standard Minecraft animation scenes setting little to no improvement in memory usage. Further testing would be needed to make definite conclusions.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mc_animation_wii:diff:1.41:old-491:rev-498:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=491&amp;oldid=prev</id>
		<title>Standingpad: Add details related to unbiased volumetric rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=491&amp;oldid=prev"/>
		<updated>2026-05-15T21:14:59Z</updated>

		<summary type="html">&lt;p&gt;Add details related to unbiased volumetric rendering&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:14, 15 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l63&quot;&gt;Line 63:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 63:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/tabber&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/tabber&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition to max light bounces, there is also stepping rate and max steps. Stepping rate defines how many &quot;steps&quot; is performed in a volumetric object, where lower values allow for more detail, at the cost of render time, and max steps defines how many steps Cycles will perform for volumes before giving up&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/volumes.html&amp;lt;/ref&amp;gt;. Depending on the scene, the default value of &amp;lt;math&amp;gt;1&amp;lt;/math&amp;gt; may be excessively low, and increasing the rate may allow for performance improvements. In addition, decreasing max steps may also improve render times, at the cost of detail.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition to max light bounces, there is also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;volume rendering, which can be set to either the biased ray marching algorithm, or unbiased null scattering algorithm. By default, Cycles uses the unbiased null scattering algorithm to avoid artifacts, at the cost of potentially more noise&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/pulls/134460&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/volumes.html&amp;lt;/ref&amp;gt;. However, in certain scenarios, null scattering can incur a performance penalty compared to biased rendering with comparable output; this usually occurs in objects where the &lt;/ins&gt;stepping rate &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and/or max steps options in biased rendering can be adjusted for performance gains, with little loss in the quality of the rendered volume, such as with clouds&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=NpKwVgTwAFg&amp;lt;/ref&amp;gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Biased volume rendering in Cycles is based on two settings: stepping rate, &lt;/ins&gt;and max steps. Stepping rate defines how many &quot;steps&quot; is performed in a volumetric object, where lower values allow for more detail, at the cost of render time, and max steps defines how many steps Cycles will perform for volumes before giving up&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/volumes.html&amp;lt;/ref&amp;gt;. Depending on the scene, the default value of &amp;lt;math&amp;gt;1&amp;lt;/math&amp;gt; may be excessively low, and increasing the rate may allow for performance improvements. In addition, decreasing max steps may also improve render times, at the cost of detail.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like many path tracers, Cycles includes options to clamp the brightness of pixels caused by both direct and indirect bounces. When set to &amp;lt;math&amp;gt;0&amp;lt;/math&amp;gt;, no clamping is done&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#clamping&amp;lt;/ref&amp;gt;. While clamping direct lighting is usually not necessary, clamping indirect lighting may reduce the amount of [[Firefly|fireflies]] created when rendering. However, clamping indirect can often reduce the brightness of highlights on reflective objects.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like many path tracers, Cycles includes options to clamp the brightness of pixels caused by both direct and indirect bounces. When set to &amp;lt;math&amp;gt;0&amp;lt;/math&amp;gt;, no clamping is done&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#clamping&amp;lt;/ref&amp;gt;. While clamping direct lighting is usually not necessary, clamping indirect lighting may reduce the amount of [[Firefly|fireflies]] created when rendering. However, clamping indirect can often reduce the brightness of highlights on reflective objects.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l94&quot;&gt;Line 94:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 96:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alpha transparency may introduce slow down when rendering as Cycles has to execute an object&amp;#039;s shader trace a ray when hitting a transparent portion.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html#transparency&amp;lt;/ref&amp;gt; In cases where many objects with alpha transparency overlap, such as leaves or grass, it may be beneficial to remove the transparent portions. &amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?si=yKZp6k1iYtFfiVPH Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Alpha Transparency]&amp;lt;/ref&amp;gt; However, it&amp;#039;s possible that any performance improvement is negated by the cost any additional geometry needed to remove alpha transparent faces.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alpha transparency may introduce slow down when rendering as Cycles has to execute an object&amp;#039;s shader trace a ray when hitting a transparent portion.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html#transparency&amp;lt;/ref&amp;gt; In cases where many objects with alpha transparency overlap, such as leaves or grass, it may be beneficial to remove the transparent portions. &amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?si=yKZp6k1iYtFfiVPH Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Alpha Transparency]&amp;lt;/ref&amp;gt; However, it&amp;#039;s possible that any performance improvement is negated by the cost any additional geometry needed to remove alpha transparent faces.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Volumetric shaders may introduce additional noise and render time.&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=1931 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Volumetrics]&amp;lt;/ref&amp;gt; In cases where volumetric shaders are used for god-rays, 2D emissive &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plans &lt;/del&gt;can make a suitable substitute.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Volumetric shaders may introduce additional noise and render time.&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=1931 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Volumetrics]&amp;lt;/ref&amp;gt; In cases where volumetric shaders are used for god-rays, 2D emissive &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;planes &lt;/ins&gt;can make a suitable substitute.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Lights ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Lights ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=482&amp;oldid=prev</id>
		<title>Standingpad: Clarified sentence regarding cost of removing alpha faces</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=482&amp;oldid=prev"/>
		<updated>2025-07-09T05:05:16Z</updated>

		<summary type="html">&lt;p&gt;Clarified sentence regarding cost of removing alpha faces&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:05, 9 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l92&quot;&gt;Line 92:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 92:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like glass, the emission shader is often linked to increased noise.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like glass, the emission shader is often linked to increased noise.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alpha transparency may introduce slow down when rendering as Cycles has to execute an object&#039;s shader trace a ray when hitting a transparent portion.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html#transparency&amp;lt;/ref&amp;gt; In cases where many objects with alpha transparency overlap, such as leaves or grass, it may be beneficial to remove the transparent portions. &amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?si=yKZp6k1iYtFfiVPH Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Alpha Transparency]&amp;lt;/ref&amp;gt; However, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this may also be &lt;/del&gt;negated by the cost any additional geometry needed to remove alpha transparent faces.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alpha transparency may introduce slow down when rendering as Cycles has to execute an object&#039;s shader trace a ray when hitting a transparent portion.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html#transparency&amp;lt;/ref&amp;gt; In cases where many objects with alpha transparency overlap, such as leaves or grass, it may be beneficial to remove the transparent portions. &amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?si=yKZp6k1iYtFfiVPH Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Alpha Transparency]&amp;lt;/ref&amp;gt; However, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&#039;s possible that any performance improvement is &lt;/ins&gt;negated by the cost any additional geometry needed to remove alpha transparent faces.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Volumetric shaders may introduce additional noise and render time.&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=1931 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Volumetrics]&amp;lt;/ref&amp;gt; In cases where volumetric shaders are used for god-rays, 2D emissive plans can make a suitable substitute.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Volumetric shaders may introduce additional noise and render time.&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=1931 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Remove Volumetrics]&amp;lt;/ref&amp;gt; In cases where volumetric shaders are used for god-rays, 2D emissive plans can make a suitable substitute.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mc_animation_wii:diff:1.41:old-478:rev-482:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=478&amp;oldid=prev</id>
		<title>Standingpad: Add mention of light tree bug</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=478&amp;oldid=prev"/>
		<updated>2025-07-07T20:19:02Z</updated>

		<summary type="html">&lt;p&gt;Add mention of light tree bug&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:19, 7 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot;&gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beyond adjusting the sample count, there are alternate settings in Cycles specifically related to sampling. In particular, adjusting [[Adaptive Sampling|adaptive sampling]] settings to kick in earlier on can reduce render times, at the cost of more noise.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling&amp;lt;/ref&amp;gt; Setting the noise threshold to &amp;lt;math&amp;gt;0.03&amp;lt;/math&amp;gt; instead of &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt; may be a good compromise of quality and render times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beyond adjusting the sample count, there are alternate settings in Cycles specifically related to sampling. In particular, adjusting [[Adaptive Sampling|adaptive sampling]] settings to kick in earlier on can reduce render times, at the cost of more noise.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling&amp;lt;/ref&amp;gt; Setting the noise threshold to &amp;lt;math&amp;gt;0.03&amp;lt;/math&amp;gt; instead of &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt; may be a good compromise of quality and render times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another sampling related setting in Cycles is [[Light Tree|light tree]], which reduces noise in scenes with a large amount of lights&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another sampling related setting in Cycles is [[Light Tree|light tree]], which reduces noise in scenes with a large amount of lights&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights&amp;lt;/ref&amp;gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Note that issues may result from overlapping area lights, though this may be a bug.&amp;lt;ref&amp;gt;https://projects.blender.org/blender/blender/issues/141576&amp;lt;/ref&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Light Paths ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Light Paths ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mc_animation_wii:diff:1.41:old-476:rev-478:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=476&amp;oldid=prev</id>
		<title>Standingpad: Fixed light tree link</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=476&amp;oldid=prev"/>
		<updated>2025-07-07T18:51:43Z</updated>

		<summary type="html">&lt;p&gt;Fixed light tree link&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:51, 7 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot;&gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beyond adjusting the sample count, there are alternate settings in Cycles specifically related to sampling. In particular, adjusting [[Adaptive Sampling|adaptive sampling]] settings to kick in earlier on can reduce render times, at the cost of more noise.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling&amp;lt;/ref&amp;gt; Setting the noise threshold to &amp;lt;math&amp;gt;0.03&amp;lt;/math&amp;gt; instead of &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt; may be a good compromise of quality and render times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beyond adjusting the sample count, there are alternate settings in Cycles specifically related to sampling. In particular, adjusting [[Adaptive Sampling|adaptive sampling]] settings to kick in earlier on can reduce render times, at the cost of more noise.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling&amp;lt;/ref&amp;gt; Setting the noise threshold to &amp;lt;math&amp;gt;0.03&amp;lt;/math&amp;gt; instead of &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt; may be a good compromise of quality and render times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another sampling related setting in Cycles is [[Light &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Trees&lt;/del&gt;|light tree]], which reduces noise in scenes with a large amount of lights&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another sampling related setting in Cycles is [[Light &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tree&lt;/ins&gt;|light tree]], which reduces noise in scenes with a large amount of lights&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Light Paths ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Light Paths ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=475&amp;oldid=prev</id>
		<title>Standingpad: Remove cost from light tree since it&#039;s not relevant</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=475&amp;oldid=prev"/>
		<updated>2025-07-07T18:46:56Z</updated>

		<summary type="html">&lt;p&gt;Remove cost from light tree since it&amp;#039;s not relevant&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:46, 7 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot;&gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beyond adjusting the sample count, there are alternate settings in Cycles specifically related to sampling. In particular, adjusting [[Adaptive Sampling|adaptive sampling]] settings to kick in earlier on can reduce render times, at the cost of more noise.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling&amp;lt;/ref&amp;gt; Setting the noise threshold to &amp;lt;math&amp;gt;0.03&amp;lt;/math&amp;gt; instead of &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt; may be a good compromise of quality and render times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Beyond adjusting the sample count, there are alternate settings in Cycles specifically related to sampling. In particular, adjusting [[Adaptive Sampling|adaptive sampling]] settings to kick in earlier on can reduce render times, at the cost of more noise.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling&amp;lt;/ref&amp;gt; Setting the noise threshold to &amp;lt;math&amp;gt;0.03&amp;lt;/math&amp;gt; instead of &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt; may be a good compromise of quality and render times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another sampling related setting in Cycles is [[Light Trees|light tree]], which reduces noise in scenes with a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavy &lt;/del&gt;amount of lights&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights&amp;lt;/ref&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but may cause more noise in scenes with fewer lights&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another sampling related setting in Cycles is [[Light Trees|light tree]], which reduces noise in scenes with a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;large &lt;/ins&gt;amount of lights&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Light Paths ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Light Paths ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mc_animation_wii:diff:1.41:old-474:rev-475:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Standingpad</name></author>
	</entry>
	<entry>
		<id>https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=474&amp;oldid=prev</id>
		<title>Standingpad: Make portal examples use tabber</title>
		<link rel="alternate" type="text/html" href="https://wiki.standingpad.org/index.php?title=Render_Optimization&amp;diff=474&amp;oldid=prev"/>
		<updated>2025-07-07T16:42:07Z</updated>

		<summary type="html">&lt;p&gt;Make portal examples use tabber&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:42, 7 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l102&quot;&gt;Line 102:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 102:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For a long time, light portals were a suggested method of decreasing noise in interior scenes.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/light_settings.html#render-cycles-lights-area-portals&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=458 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Use Portals]&amp;lt;/ref&amp;gt; However, in practice, light portals do not seem to make any difference in noise quality, both with large exterior gaps and small exterior gaps, while also slightly increasing render times. For this reason, light portals &amp;#039;&amp;#039;&amp;#039;are not recommended&amp;#039;&amp;#039;&amp;#039; as of Blender 3.0+. Cycles Legacy (Blender 2.61 to 2.93) may see benefits from portals, but more tests are needed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For a long time, light portals were a suggested method of decreasing noise in interior scenes.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/light_settings.html#render-cycles-lights-area-portals&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/8gSyEpt4-60?t=458 Blender Guru: 18 Ways to Speed Up Cycles Rendering - Use Portals]&amp;lt;/ref&amp;gt; However, in practice, light portals do not seem to make any difference in noise quality, both with large exterior gaps and small exterior gaps, while also slightly increasing render times. For this reason, light portals &amp;#039;&amp;#039;&amp;#039;are not recommended&amp;#039;&amp;#039;&amp;#039; as of Blender 3.0+. Cycles Legacy (Blender 2.61 to 2.93) may see benefits from portals, but more tests are needed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;gallery mode=&quot;packed&quot; heights=&quot;400px&quot; caption=&quot;4096 samples, 0.03 noise threshold&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, large gap&lt;/del&gt;&quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;tabber&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-|Large Gap=&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;gallery mode=&quot;packed&quot; heights=&quot;400px&quot; caption=&quot;4096 samples, 0.03 noise threshold&quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - No Portals.jpg|alt=Heatmap of sample count in a scene without portals|Heatmap of sample count in a scene without portals&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - No Portals.jpg|alt=Heatmap of sample count in a scene without portals|Heatmap of sample count in a scene without portals&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - With Portals.jpg|alt=Heatmap of sample count in a scene with portals|Heatmap of sample count in a scene with portals. Note the lack of any major difference to the heatmap without portals&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - With Portals.jpg|alt=Heatmap of sample count in a scene with portals|Heatmap of sample count in a scene with portals. Note the lack of any major difference to the heatmap without portals&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;gallery mode=&quot;packed&quot; heights=&quot;400px&quot; caption=&quot;4096 samples, 0.03 noise threshold&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, small gap&lt;/del&gt;&quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-|Small Gap=&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - No Portals Small Gap.jpg|alt=Heatmap of sample count in a scene without portals and small gap|Heatmap of sample count in a scene without portals &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and small gap&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;gallery mode=&quot;packed&quot; heights=&quot;400px&quot; caption=&quot;4096 samples, 0.03 noise threshold&quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - With Portals Small Gap.jpg|alt=Heatmap of sample count in a scene with portals and small gap|Heatmap of sample count in a scene with portals &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and small gap&lt;/del&gt;. Note the lack of any major difference to the heatmap without portals&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - No Portals Small Gap.jpg|alt=Heatmap of sample count in a scene without portals and small gap|Heatmap of sample count in a scene without portals&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Portals Test- Nishita - With Portals Small Gap.jpg|alt=Heatmap of sample count in a scene with portals and small gap|Heatmap of sample count in a scene with portals. Note the lack of any major difference to the heatmap without portals&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/tabber&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In theory, path guiding is a more viable alternative, though only CPU rendering is supported.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/sampling.html#path-guiding&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In theory, path guiding is a more viable alternative, though only CPU rendering is supported.&amp;lt;ref&amp;gt;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/sampling.html#path-guiding&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>Standingpad</name></author>
	</entry>
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