← Back to CoursesBlendercursus
Blendercursus
52. Render
schoolium · Blendercursus
Blendercursus
52. Render
EDeel E · Properties

Hoofdstuk 52Render

De volledige naslagtabel: render engine, sampling, performance en Cycles

De Render Properties-tab (renderinstellingen) bepaalt hoe Blender een beeld berekent: welke render engine, hoeveel samples, welke apparaten, en tientallen instellingen die alleen zichtbaar worden zodra je Cycles kiest. Dit hoofdstuk is grotendeels een naslagblad: elke instelling is rechtstreeks uit Blender 5.1 uitgelezen.

3× uitleg1× ontleed2× naslag1× zelf doen1 oefenbestand4 beelden
CPU- en GPU-rendering naast elkaar: hetzelfde beeld, andere weg ernaartoe.RECCONCEPT00:00:00:00schoolium
beeld-e-cpu-vs-gpuCPU- en GPU-rendering naast elkaar: hetzelfde beeld, andere weg ernaartoe.
Uitleg · 52.1

Wat deze tab doet

1/7

De Render Properties-tab (renderinstellingen) staat in de Properties-editor onder het camera-icoon. Alles hier bepaalt de render als geheel, niet de scene of één object: welke render engine (EEVEE Next of Cycles), hoeveel samples er gebruikt worden om ruis weg te werken, welk device (CPU of GPU) rendert, en performance-knoppen zoals tile-grootte.

Een deel van de panelen verandert mee met de gekozen engine: EEVEE Next toont andere opties dan Cycles. De tabellen hieronder bevatten daarom eerst de algemene renderinstellingen, en daarna apart de Cycles-specifieke instellingen (deel K gaat dieper in op wat elke Cycles- en EEVEE-instelling in de praktijk doet).

De Render Properties-tab, opengeklapt met Cycles als render engine.RECBLENDER 5.1 · RENDER-PROPERTIES00:00:00:001920×1080
shot-render-propertiesDe Render Properties-tab, opengeklapt met Cycles als render engine.
Ontleed · 52.2

De Render-tab, paneel per paneel

2/7
shot-render-panelen
RECBLENDER 5.1 · RENDER-PANELEN00:00:00:001920×1080
Wijs een nummer aan: de camera zoomt in op dat onderdeel. Klik om vast te zetten.
  1. 1
    Render Engine

    De keuze bovenaan die bepaalt welke van de panelen eronder verschijnen.

  2. 2
    Sampling

    Hoeveel keer per pixel er gerekend wordt — de belangrijkste knop tussen ruis en rendertijd.

  3. 3
    Light Paths / Raytracing

    Hoeveel keer licht mag kaatsen, breken of door glas gaan voor het wordt afgekapt — het ingeklapte paneel onderaan dit schermdeel.

  4. 4
    Performance

    Threads, tile-grootte, geheugenbeheer — bepaalt hoe snel dezelfde instellingen renderen. Dit paneel staat verder naar onder, buiten dit schermdeel.

  5. 5
    Film & Freestyle

    Transparantie van de achtergrond, motion blur, en de tekenlijnstijl van Freestyle. Ook dit paneel staat verder naar onder, buiten dit schermdeel.

Naslag · 52.3

Alle renderinstellingen

3/7

Rechtstreeks uit Blender 5.1 uitgelezen.

Render — alle instellingen
InstellingTypeStandaardBereikWat hij doet (tooltip uit Blender)
Resolution XINT19204 – 65536Number of horizontal pixels in the rendered image
Resolution YINT10804 – 65536Number of vertical pixels in the rendered image
Resolution ScaleINT1001 – 100Percentage scale for render resolution
Pixel SizeENUMAUTOAutomatic, 1×, 2×, 4×, 8×Pixel size for viewport rendering
Pixel Aspect XFLOAT11 – 200Horizontal aspect ratio - for anamorphic or non-square pixel output
Pixel Aspect YFLOAT11 – 200Vertical aspect ratio - for anamorphic or non-square pixel output
PPM FactorFLOAT720.00010 – 10000The pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)
PPM BaseFLOAT0.0250.00010 – 10000The base unit for pixels per meter.
FPSINT241 – 240Framerate, expressed in frames per second
FPS BaseFLOAT10.1 – 120Framerate base
Frame Map OldINT1001 – 900Old mapping value in frames
Frame Map NewINT1001 – 900How many frames the Map Old will last
Dither IntensityFLOAT10 – 2Amount of dithering noise added to the rendered image to break up banding
Filter SizeFLOAT1.50.01 – 10Width over which the reconstruction filter combines samples
TransparentBOOLEANuit–World background is transparent, for compositing the render over another background
Use FreestyleBOOLEANuit–Draw stylized strokes using Freestyle
ThreadsINT11 – 1024Maximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)
Threads ModeENUMAUTOAuto-Detect, FixedDetermine the amount of render threads used
Motion BlurBOOLEANuit–Use multi-sampled 3D scene motion blur
ShutterFLOAT0.50.01 – 1Time taken in frames between shutter open and close
Motion Blur PositionENUMCENTERStart on Frame, Center on Frame, End on FrameOffset for the shutter's time interval, allows to change the motion blur trails
Curves Shape TypeENUMSTRANDStrand, Strip, CylinderCurves shape type
Additional SubdivisionINT00 – 3Additional subdivision along the curves
High Quality NormalsBOOLEANuit–Use high quality tangent space at the cost of lower performance
Render RegionBOOLEANuit–Render a user-defined render region, within the frame size
Region Minimum XFLOAT00 – 1Minimum X value for the render region
Region Minimum YFLOAT00 – 1Minimum Y value for the render region
Region Maximum XFLOAT10 – 1Maximum X value for the render region
Region Maximum YFLOAT10 – 1Maximum Y value for the render region
Crop to Render RegionBOOLEANuit–Crop the rendered frame to the defined render region size
PlaceholdersBOOLEANuit–Create empty placeholder files while rendering frames (similar to Unix 'touch')
OverwriteBOOLEANaan–Overwrite existing files while rendering
CompositingBOOLEANaan–Process the render result through the compositing pipeline, if a compositing node group is assigned to the scene
SequencerBOOLEANaan–Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist
File ExtensionsBOOLEANaan–Add the file format extensions to the rendered file name (eg: filename + .jpg)
ExtensionSTRING––The file extension used for saving renders
Movie FormatBOOLEANuit–When true the format is a movie
Lock InterfaceBOOLEANuit–Lock interface during rendering in favor of giving more memory to the renderer
Output PathSTRING––Directory/name to save animations, # characters define the position and padding of frame numbers
Cache ResultBOOLEANuit–Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes)
Stamp TimeBOOLEANaan–Include the rendered frame timecode as HH:MM:SS.FF in image metadata
Stamp DateBOOLEANaan–Include the current date in image/video metadata
Stamp FrameBOOLEANaan–Include the frame number in image metadata
Stamp FrameBOOLEANuit–Include the rendered frame range in image/video metadata
Stamp CameraBOOLEANaan–Include the name of the active camera in image metadata
Stamp LensBOOLEANuit–Include the active camera's lens in image metadata
Stamp SceneBOOLEANaan–Include the name of the active scene in image/video metadata
Stamp NoteBOOLEANuit–Include a custom note in image/video metadata
Stamp MarkerBOOLEANuit–Include the name of the last marker in image metadata
Stamp FilenameBOOLEANaan–Include the .blend filename in image/video metadata
Stamp Sequence StripBOOLEANuit–Include the name of the foreground sequence strip in image metadata
Stamp Render TimeBOOLEANaan–Include the render time in image metadata
Stamp Note TextSTRING––Custom text to appear in the stamp note
Stamp OutputBOOLEANuit–Render the stamp info text in the rendered image
Stamp LabelsBOOLEANaan–Display stamp labels ("Camera" in front of camera name, etc.)
Metadata InputENUMSCENEScene, Sequencer StripsWhere to take the metadata from
Stamp Peak MemoryBOOLEANaan–Include the peak memory usage in image metadata
Stamp HostnameBOOLEANuit–Include the hostname of the machine that rendered the frame
Font SizeINT128 – 64Size of the font used when rendering stamp text
Text ColorFLOAT00 – 1Color to use for stamp text
BackgroundFLOAT00 – 1Color to use behind stamp text
Sequencer Preview ShadingENUMSOLIDWireframe, Solid, Material Preview, RenderedDisplay method used in the sequencer view
Override Scene SettingsBOOLEANuit–Use workbench render settings from the sequencer scene, instead of each individual scene used in the strip
Render Single LayerBOOLEANuit–Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line.
Render ViewsCOLLECTION––
Render ViewsCOLLECTION––
Multiple ViewsBOOLEANuit–Use multiple views in the scene
Setup Stereo ModeENUMSTEREO_3DStereo 3D, Multi-View
EngineENUMBLENDER_EEVEEEEVEEEngine to use for rendering
Multiple EnginesBOOLEANuit–More than one rendering engine is available
Use Spherical StereoBOOLEANuit–Active render engine supports spherical stereo rendering
Use SimplifyBOOLEANuit–Enable simplification of scene for quicker preview renders
Simplify SubdivisionINT60 – 6Global maximum subdivision level
Simplify Child ParticlesFLOAT10 – 1Global child particles percentage
Simplify SubdivisionINT00 – 6Global maximum subdivision level during rendering
Simplify Child ParticlesFLOAT00 – 1Global child particles percentage during rendering
Simplify VolumesFLOAT10 – 1Resolution percentage of volume objects in viewport
Mesh NormalsBOOLEANuit–Skip computing custom normals and face corner normals for displaying meshes in the viewport
SimplifyBOOLEANuit–Simplify Grease Pencil drawing
Playback OnlyBOOLEANuit–Simplify Grease Pencil only during animation playback
AntialiasingBOOLEANaan–Use Antialiasing to smooth stroke edges
FillBOOLEANaan–Display fill strokes in the viewport
ModifiersBOOLEANaan–Display modifiers
Shader EffectsBOOLEANaan–Display Shader Effects
Layers TintingBOOLEANaan–Display layer tint
Persistent DataBOOLEANuit–Keep render data around for faster re-renders and animation renders, at the cost of increased memory usage
Line Thickness ModeENUMABSOLUTEAbsolute, RelativeLine thickness mode for Freestyle line drawing
Line ThicknessFLOAT10 – 10000Line thickness in pixels
Compositor DeviceENUMCPUCPU, GPUSet how compositing is executed
Compositor PrecisionENUMAUTOAuto, FullThe precision of compositor intermediate result
Compositor Denoise Node DeviceENUMAUTOAuto, CPU, GPUThe device to use to process the denoise nodes in the compositor
Compositor Preview Denoise QualityENUMBALANCEDHigh, Balanced, FastThe quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow Scene
Compositor Final Denoise QualityENUMHIGHHigh, Balanced, FastThe quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow Scene
Uitleg · 52.4

De drie knoppen die je in de praktijk aanraakt

4/7

Van de tientallen instellingen hierboven zijn er drie die je bij vrijwel elk project echt gebruikt. Eerst Render Engine: EEVEE Next voor snelle, interactieve previews en de meeste real-time-achtige werk, Cycles wanneer fysisch correcte reflecties, caustics of een langzamere maar preciezere render nodig zijn. Tweede: Samples, apart voor viewport en render — hoog genoeg om ruis weg te werken, niet hoger, want elke verdubbeling kost ongeveer een verdubbeling van de rendertijd.

Derde: Film > Transparent als je een render zonder achtergrond nodig hebt (bv. voor compositing), en Performance > Threads als je machine met andere software moet delen tijdens het renderen.

Render Engine, Samples en Film Transparent — de drie knoppen die het vaakst worden aangeraakt.RECBLENDER 5.1 · RENDER-DRIE-KNOPPEN00:00:00:001920×1080
shot-render-drie-knoppenRender Engine, Samples en Film Transparent — de drie knoppen die het vaakst worden aangeraakt.
Naslag · 52.5

Cycles-renderinstellingen

5/7

Deze instellingen verschijnen zodra Render Engine op Cycles staat. Rechtstreeks uit Blender 5.1 uitgelezen.

Cycles-renderinstellingen
InstellingTypeStandaardBereikWat hij doet (tooltip uit Blender)
NameSTRING––Unique name used in the code and scripting, can be re-defined in Python sub-classes if needed
DeviceENUMCPUCPU, GPU ComputeDevice to use for rendering
Open Shading LanguageBOOLEANuit–Use Open Shading Language
Pause PreviewBOOLEANuit–Pause all viewport preview renders
Use DenoisingBOOLEANaan–Denoise the rendered image
DenoiserENUMDenoise the image with the selected denoiser. For denoising the image after rendering
Denoising PrefilterENUMACCURATENone, Fast, AccuratePrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoise
Denoising QualityENUMHIGHHigh, Balanced, FastOverall denoising quality when using OpenImageDenoise
Denoising Input PassesENUMRGB_ALBEDO_NORMALNone, Albedo, Albedo and NormalPasses used by the denoiser to distinguish noise from shader and geometry detail
Denoise on GPUBOOLEANuit–Perform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabled
Use Viewport DenoisingBOOLEANuit–Denoise the image in the 3D viewport
Viewport DenoiserENUMDenoise the image after each preview update with the selected denoiser
Viewport Denoising PrefilterENUMFASTNone, Fast, AccuratePrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoise
Viewport Denoising QualityENUMBALANCEDHigh, Balanced, FastOverall denoising quality when using OpenImageDenoise
Viewport Denoising Input PassesENUMRGB_ALBEDONone, Albedo, Albedo and NormalPasses used by the denoiser to distinguish noise from shader and geometry detail
Start DenoisingINT10 – 16777216Sample to start denoising the preview at
Denoise Preview on GPUBOOLEANaan–Perform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabled
SamplesINT40961 – 16777216Number of samples to render for each pixel
Viewport SamplesINT10241 – 16777216Number of samples to render in the viewport, unlimited if 0
Use Sample SubsetBOOLEANuit–Render a subset of the specified max samples. Typically used for distributed rendering across multiple devices
Sample Subset OffsetINT00 – 167772160-based index of sample to start rendering from
Sample Subset LengthINT20481 – 16777216The number of samples to render in this subset
Time LimitFLOAT00 – onbegrensdLimit the render time (excluding synchronization time). Zero disables the limit
Sampling PatternENUMRandom sampling pattern used by the integrator
Scrambling DistanceFLOAT10 – 1Reduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too low
Scrambling Distance viewportBOOLEANuit–Uses the Scrambling Distance value for the viewport. Faster but may flicker
Automatic Scrambling DistanceBOOLEANuit–Automatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts
Layer SamplesENUMUSEUse, Bounded, IgnoreHow to use per view layer sample settings
Light Sampling ThresholdFLOAT0.010 – 1Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lights
Use Adaptive SamplingBOOLEANaan–Automatically reduce the number of samples per pixel based on estimated noise level
Adaptive Sampling ThresholdFLOAT0.010.001 – 1Noise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples
Adaptive Min SamplesINT00 – 4096Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold
Use Adaptive SamplingBOOLEANaan–Automatically reduce the number of samples per pixel based on estimated noise level, for viewport renders
Adaptive Sampling ThresholdFLOAT0.10.001 – 1Noise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport renders
Adaptive Min SamplesINT00 – 4096Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport renders
Direct Light SamplingENUMMULTIPLE_IMPORTANCE_SAMPLINGMultiple Importance Sampling, Forward Path Tracing, Next-Event EstimationThe type of strategy used for sampling direct light contributions
Light TreeBOOLEANaan–Sample multiple lights more efficiently based on estimated contribution at every shading point
Min Light BouncesINT00 – 1024Minimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumes
Min Transparent BouncesINT00 – 1024Minimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumes
Reflective CausticsBOOLEANaan–Use reflective caustics, resulting in a brighter image (more noise but added realism)
Refractive CausticsBOOLEANaan–Use refractive caustics, resulting in a brighter image (more noise but added realism)
Filter GlossyFLOAT10 – 10Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy
GuidingBOOLEANuit–Use path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributions
DeterministicBOOLEANaan–Makes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down training
Guiding Distribution TypeENUMPARALLAX_AWARE_VMMParallax-Aware VMM, Directional Quad Tree, VMMType of representation for the guiding distribution
Directional Sampling TypeENUMRISDiffuse Product MIS, Re-sampled Importance Sampling, Roughness-basedType of the directional sampling used for guiding
Surface GuidingBOOLEANaan–Use guiding when sampling directions on a surface
Surface Guiding ProbabilityFLOAT0.50 – 1The probability of guiding a direction on a surface
Volume GuidingBOOLEANaan–Use guiding when sampling directions inside a volume
Training SamplesINT1281 – onbegrensdThe maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sample
Volume Guiding ProbabilityFLOAT0.50 – 1The probability of guiding a direction inside a volume
Guide Direct LightBOOLEANaan–Consider the contribution of directly visible light sources during guiding
Use MIS WeightsBOOLEANaan–Use the MIS weight to weight the contribution of directly visible light sources during guiding
Guiding Roughness ThresholdFLOAT0.050 – 1The minimal roughness value of a material to apply guiding
Max BouncesINT120 – 1024Total maximum number of bounces
Diffuse BouncesINT40 – 1024Maximum number of diffuse reflection bounces, bounded by total maximum
Glossy BouncesINT40 – 1024Maximum number of glossy reflection bounces, bounded by total maximum
Transmission BouncesINT120 – 1024Maximum number of transmission bounces, bounded by total maximum
Volume BouncesINT00 – 1024Maximum number of volumetric scattering events
Transparent Max BouncesINT80 – 1024Maximum number of transparent bounces. This is independent of maximum number of other bounces
Step RateFLOAT10.1 – 10Globally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detail
Step RateFLOAT10.1 – 10Globally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detail
Max StepsINT10242 – 65536Maximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizes
BiasedBOOLEANuit–Default volume rendering uses null scattering, which is unbiased and has less artifacts, but could be noisier. Biased option uses ray marching, with controls for steps size and max steps
Dicing RateFLOAT10.5 – 1000Multiplier for per object adaptive subdivision size
Viewport Dicing RateFLOAT80.5 – 1000Multiplier for per object adaptive subdivision size in the viewport
Max SubdivisionsINT120 – 16Stop subdividing when this level is reached even if the dicing rate would produce finer tessellation
Offscreen Dicing ScaleFLOAT41 – 25Multiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memory
ExposureFLOAT10 – 1024Image brightness scale
Transparent GlassBOOLEANuit–Render transmissive surfaces as transparent, for compositing glass over another background
Transparent Roughness ThresholdFLOAT0.10 – 1For transparent transmission, keep surfaces with roughness above the threshold opaque
Filter TypeENUMBLACKMAN_HARRISBox, Gaussian, Blackman-HarrisPixel filter type
Filter WidthFLOAT1.50.01 – 10Pixel filter width
SeedINT00 – onbegrensdSeed value for integrator to get different noise patterns
Use Animated SeedBOOLEANuit–Use different seed values (and hence noise patterns) at different frames
Clamp DirectFLOAT00 – 100000000If non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy
Clamp IndirectFLOAT100 – 100000000If non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy
Viewport BVH TypeENUMDYNAMIC_BVHDynamic BVH, Static BVHChoose between faster updates, or faster render
Use Spatial SplitsBOOLEANuit–Use BVH spatial splits: longer builder time, faster render
Use Curves BVHBOOLEANaan–Use special type BVH optimized for curves (uses more ram but renders faster)
Use Compact BVHBOOLEANuit–Use compact BVH structure (uses less ram but renders slower)
BVH Time StepsINT00 – 16Split BVH primitives by this number of time steps to speed up render time in cost of memory
Bake TypeENUMCOMBINEDCombined, Ambient Occlusion, Shadow, Position, Normal, UV, Roughness, Emission, Environment, Diffuse, Glossy, TransmissionType of pass to bake
Use Camera CullBOOLEANuit–Allow objects to be culled based on the camera frustum
Camera Cull MarginFLOAT0.10 – 5Margin for the camera space culling
Use Distance CullBOOLEANuit–Allow objects to be culled based on the distance from camera
Cull DistanceFLOAT500 – onbegrensdCull objects which are further away from camera than this distance
Shutter TypeENUMNONENone, Top-BottomType of rolling shutter effect matching CMOS-based cameras
Rolling Shutter DurationFLOAT0.10 – 1Scanline "exposure" time for the rolling shutter effect
Viewport Texture LimitENUMOFFNo Limit, 128, 256, 512, 1024, 2048, 4096, 8192Limit texture size used by viewport rendering
Render Texture LimitENUMOFFNo Limit, 128, 256, 512, 1024, 2048, 4096, 8192Limit texture size used by final rendering
Fast GI ApproximationBOOLEANuit–Approximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced quality
Fast GI MethodENUMREPLACEReplace, AddFast GI approximation method
AO BouncesINT10 – 1024After this number of light bounces, use approximate global illumination. 0 disables this feature
AO Bounces RenderINT10 – 1024After this number of light bounces, use approximate global illumination. 0 disables this feature
Auto TileBOOLEANaan–Deprecated, tiling is always enabled
Tile SizeINT20488 – 8192Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memory
AVX2BOOLEANaan–
SSE42BOOLEANaan–
BVH LayoutENUMEMBREEBVH2, Embree
Adaptive CompileBOOLEANuit–Compile the Cycles GPU kernel with only the feature set required for the current scene
OptiX Module DebugBOOLEANuit–Load OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization level
Adaptive CompileBOOLEANuit–Compile the Cycles GPU kernel with only the feature set required for the current scene
Adaptive CompileBOOLEANuit–Compile the Cycles GPU kernel with only the feature set required for the current scene
Uitleg · 52.6

Denoising: minder samples nodig door te filteren

6/7

Denoising (ruisonderdrukking) filtert overgebleven ruis weg na het renderen, zodat je met minder samples toch een schoon beeld krijgt. Cycles heeft een apart denoiser voor de viewport (snel, minder precies) en voor de finale render (trager, gebruikt extra Data Passes zoals albedo en normal om details te bewaren). Zet denoising in de render altijd aan tenzij je zelf in de Compositor een eigen denoise-node met meer controle opbouwt.

EEVEE Next heeft zijn eigen Raytracing-denoiser die los staat van de Cycles-instellingen hierboven — de naam is gelijk, de instelling niet.

Hetzelfde beeld met en zonder denoising, bij een laag samples-aantal.RECBLENDER 5.1 · RENDER-DENOISE00:00:00:001920×1080
shot-render-denoiseHetzelfde beeld met en zonder denoising, bij een laag samples-aantal.
Zelf doen · 52.7

Zelf proberen: CPU naar GPU, en het verschil zien

7/7

Open het meegeleverde bestand, zet de render engine op Cycles, render eerst met Device op CPU en dan op GPU Compute, en vergelijk de rendertijd die Blender onderaan het render-venster toont.

  1. 1Open blends/demo_render_settings.blend.
  2. 2Ga naar Render Properties en zet Render Engine op Cycles.
  3. 3Render met F12, Device op CPU. Noteer de tijd.
  4. 4Zet Device op GPU Compute (System-tab in Preferences moet een GPU-backend hebben ingesteld) en render opnieuw.
  5. 5Vergelijk: bij een klein aantal samples is het verschil klein; bij honderden samples wordt het groot.
Gelukt als…Twee rendertijden die je kan vergelijken, en een render engine die voortaan bewust gekozen wordt in plaats van standaard te blijven staan.
Sleep om rond te draaien
001
demo_render_settings.blend
DemoBol.01DemoBol.02DemoBol.03DemoBol.04DemoBol.05DemoBol.061 materialen1.944 vertices