Render Optimization: Difference between revisions
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Standingpad (talk | contribs) Added shaders section for Cycles |
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==== Sampling ==== | ==== Sampling ==== | ||
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. Setting the noise threshold to <math>0.03</math> instead of <math>0.01</math> may be a good compromise of quality and render times. | 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.<ref>https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling</ref> Setting the noise threshold to <math>0.03</math> instead of <math>0.01</math> may be a good compromise of quality and render times. | ||
Another sampling related setting in Cycles is [[Light Trees|light tree]], which reduces noise in scenes with a heavy amount of lights, but may cause more noise in scenes with fewer lights. | Another sampling related setting in Cycles is [[Light Trees|light tree]], which reduces noise in scenes with a heavy amount of lights<ref>https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights</ref>, but may cause more noise in scenes with fewer lights. | ||
==== Light Paths ==== | ==== Light Paths ==== | ||
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Some scenes may allow for reducing max light bounces further down to <math>4</math> or even <math>3</math>. However, it should be noted that adjustments the range of <math>1</math> to <math>5</math> typically introduce larger changes to the scene than higher ranges. | Some scenes may allow for reducing max light bounces further down to <math>4</math> or even <math>3</math>. However, it should be noted that adjustments the range of <math>1</math> to <math>5</math> typically introduce larger changes to the scene than higher ranges. | ||
In addition to max light bounces, there is also stepping rate and max steps. Stepping rate defines how many "steps" 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. Depending on the scene, the default value of <math>1</math> 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. | In addition to max light bounces, there is also stepping rate and max steps. Stepping rate defines how many "steps" 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<ref>https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/volumes.html</ref>. Depending on the scene, the default value of <math>1</math> 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. | ||
Like many path tracers, Cycles includes options to clamp the brightness of pixels caused by both direct and indirect bounces. When set to <math>0</math>, no clamping is done. 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. | Like many path tracers, Cycles includes options to clamp the brightness of pixels caused by both direct and indirect bounces.<ref name="cycles-clamp">https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#clamping</ref> When set to <math>0</math>, no clamping is done<ref name="cycles-clamp"/>. 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. | ||
Cycles also includes options to disable caustics. However, disabling these will drastically change lighting if a scene contains many reflective objects. | Cycles also includes options to disable caustics.<ref>https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#caustics</ref> However, disabling these will drastically change lighting if a scene contains many reflective objects. | ||
Fast GI approximation can also improve render times, though it can also drastically change how a scene looks. | Fast GI approximation can also improve render times<ref>https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#fast-gi-approximation</ref>, though it can also drastically change how a scene looks. | ||
==== Shaders ==== | ==== Shaders ==== |
Revision as of 08:32, 5 July 2025
Render optimizations are methods and techniques that aim to improve render times, render quality, or sometimes a combination of both. These include modifying the behavior of the engine or modifying the scene itself.
Optimizing Scenes
In many cases, optimizing the actual scene itself can improve render times or quality. Some of these include:
- Reducing geometry, or optimizing topology (e.g. using quads instead of n-gons)
- Reducing texture sizes (e.g. using 2K textures instead of 4K)
- Adequate routes for light paths (e.g. large gaps)
- Avoiding complex materials or adjusting materials to behave differently (e.g. archviz glass)
- Reducing resolution of the final render
Optimizing Engine Behavior
Often times optimizing an engine's behavior can also allow for reducing render times or scene quality. Some examples include:
- Limiting light bounces, or even approximating lighting through alternate means
- Adjusting sample count for ray tracing engines, often in conjunction with denoising algorithms
- Adjusting shadow resolution for rasterized engines
Software/Engine Specific Recommendations
The following are recommendations for specific programs or render engines. Depending on the scene, these may or may not need to be adjusted.
Cycles (Blender)
Although Cycles is one of the faster path tracing engines, there's some options that can be adjusted for performance.
Sampling
Beyond adjusting the sample count, there are alternate settings in Cycles specifically related to sampling. In particular, adjusting adaptive sampling settings to kick in earlier on can reduce render times, at the cost of more noise.[1] Setting the noise threshold to instead of may be a good compromise of quality and render times.
Another sampling related setting in Cycles is light tree, which reduces noise in scenes with a heavy amount of lights[2], but may cause more noise in scenes with fewer lights.
Light Paths
Adjusting light path settings can also be another source of performance and/or quality improvement. This can be in the form of adjusting light bounces, volumetric stepping, or clamping bright pixels.
By default, Cycles sets its max light bounces to , which may be excessive in many cases. Lowering to often creates little to no difference, while reducing render times.
Some scenes may allow for reducing max light bounces further down to or even . However, it should be noted that adjustments the range of to typically introduce larger changes to the scene than higher ranges.
In addition to max light bounces, there is also stepping rate and max steps. Stepping rate defines how many "steps" 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[3]. Depending on the scene, the default value of 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.
Like many path tracers, Cycles includes options to clamp the brightness of pixels caused by both direct and indirect bounces.[4] When set to , no clamping is done[4]. While clamping direct lighting is usually not necessary, clamping indirect lighting may reduce the amount of fireflies created when rendering. However, clamping indirect can often reduce the brightness of highlights on reflective objects.
Cycles also includes options to disable caustics.[5] However, disabling these will drastically change lighting if a scene contains many reflective objects.
Fast GI approximation can also improve render times[6], though it can also drastically change how a scene looks.
Shaders
In Cycles, certain shaders often create additional noise in a given scene. For example, a glass shader may create additional noise due to the calculation of caustics, leading some to create workarounds (such as archviz glass).
Like glass, the emission shader is often linked to increased noise.
- ↑ https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#adaptive-sampling
- ↑ https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/sampling.html#lights
- ↑ https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/volumes.html
- ↑ 4.0 4.1 https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#clamping
- ↑ https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#caustics
- ↑ https://docs.blender.org/manual/en/4.4/render/cycles/render_settings/light_paths.html#fast-gi-approximation