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.
RECCONCEPT00:00:00:00schooliumWat deze tab doet
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).
RECBLENDER 5.1 · RENDER-PROPERTIES00:00:00:001920×1080De Render-tab, paneel per paneel

- 1Render Engine
De keuze bovenaan die bepaalt welke van de panelen eronder verschijnen.
- 2Sampling
Hoeveel keer per pixel er gerekend wordt — de belangrijkste knop tussen ruis en rendertijd.
- 3Light Paths / Raytracing
Hoeveel keer licht mag kaatsen, breken of door glas gaan voor het wordt afgekapt — het ingeklapte paneel onderaan dit schermdeel.
- 4Performance
Threads, tile-grootte, geheugenbeheer — bepaalt hoe snel dezelfde instellingen renderen. Dit paneel staat verder naar onder, buiten dit schermdeel.
- 5Film & Freestyle
Transparantie van de achtergrond, motion blur, en de tekenlijnstijl van Freestyle. Ook dit paneel staat verder naar onder, buiten dit schermdeel.
Alle renderinstellingen
Rechtstreeks uit Blender 5.1 uitgelezen.
| Instelling | Type | Standaard | Bereik | Wat hij doet (tooltip uit Blender) |
|---|---|---|---|---|
| Resolution X | INT | 1920 | 4 – 65536 | Number of horizontal pixels in the rendered image |
| Resolution Y | INT | 1080 | 4 – 65536 | Number of vertical pixels in the rendered image |
| Resolution Scale | INT | 100 | 1 – 100 | Percentage scale for render resolution |
| Pixel Size | ENUM | AUTO | Automatic, 1×, 2×, 4×, 8× | Pixel size for viewport rendering |
| Pixel Aspect X | FLOAT | 1 | 1 – 200 | Horizontal aspect ratio - for anamorphic or non-square pixel output |
| Pixel Aspect Y | FLOAT | 1 | 1 – 200 | Vertical aspect ratio - for anamorphic or non-square pixel output |
| PPM Factor | FLOAT | 72 | 0.00010 – 10000 | The 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 Base | FLOAT | 0.025 | 0.00010 – 10000 | The base unit for pixels per meter. |
| FPS | INT | 24 | 1 – 240 | Framerate, expressed in frames per second |
| FPS Base | FLOAT | 1 | 0.1 – 120 | Framerate base |
| Frame Map Old | INT | 100 | 1 – 900 | Old mapping value in frames |
| Frame Map New | INT | 100 | 1 – 900 | How many frames the Map Old will last |
| Dither Intensity | FLOAT | 1 | 0 – 2 | Amount of dithering noise added to the rendered image to break up banding |
| Filter Size | FLOAT | 1.5 | 0.01 – 10 | Width over which the reconstruction filter combines samples |
| Transparent | BOOLEAN | uit | – | World background is transparent, for compositing the render over another background |
| Use Freestyle | BOOLEAN | uit | – | Draw stylized strokes using Freestyle |
| Threads | INT | 1 | 1 – 1024 | Maximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems) |
| Threads Mode | ENUM | AUTO | Auto-Detect, Fixed | Determine the amount of render threads used |
| Motion Blur | BOOLEAN | uit | – | Use multi-sampled 3D scene motion blur |
| Shutter | FLOAT | 0.5 | 0.01 – 1 | Time taken in frames between shutter open and close |
| Motion Blur Position | ENUM | CENTER | Start on Frame, Center on Frame, End on Frame | Offset for the shutter's time interval, allows to change the motion blur trails |
| Curves Shape Type | ENUM | STRAND | Strand, Strip, Cylinder | Curves shape type |
| Additional Subdivision | INT | 0 | 0 – 3 | Additional subdivision along the curves |
| High Quality Normals | BOOLEAN | uit | – | Use high quality tangent space at the cost of lower performance |
| Render Region | BOOLEAN | uit | – | Render a user-defined render region, within the frame size |
| Region Minimum X | FLOAT | 0 | 0 – 1 | Minimum X value for the render region |
| Region Minimum Y | FLOAT | 0 | 0 – 1 | Minimum Y value for the render region |
| Region Maximum X | FLOAT | 1 | 0 – 1 | Maximum X value for the render region |
| Region Maximum Y | FLOAT | 1 | 0 – 1 | Maximum Y value for the render region |
| Crop to Render Region | BOOLEAN | uit | – | Crop the rendered frame to the defined render region size |
| Placeholders | BOOLEAN | uit | – | Create empty placeholder files while rendering frames (similar to Unix 'touch') |
| Overwrite | BOOLEAN | aan | – | Overwrite existing files while rendering |
| Compositing | BOOLEAN | aan | – | Process the render result through the compositing pipeline, if a compositing node group is assigned to the scene |
| Sequencer | BOOLEAN | aan | – | Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist |
| File Extensions | BOOLEAN | aan | – | Add the file format extensions to the rendered file name (eg: filename + .jpg) |
| Extension | STRING | – | – | The file extension used for saving renders |
| Movie Format | BOOLEAN | uit | – | When true the format is a movie |
| Lock Interface | BOOLEAN | uit | – | Lock interface during rendering in favor of giving more memory to the renderer |
| Output Path | STRING | – | – | Directory/name to save animations, # characters define the position and padding of frame numbers |
| Cache Result | BOOLEAN | uit | – | Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes) |
| Stamp Time | BOOLEAN | aan | – | Include the rendered frame timecode as HH:MM:SS.FF in image metadata |
| Stamp Date | BOOLEAN | aan | – | Include the current date in image/video metadata |
| Stamp Frame | BOOLEAN | aan | – | Include the frame number in image metadata |
| Stamp Frame | BOOLEAN | uit | – | Include the rendered frame range in image/video metadata |
| Stamp Camera | BOOLEAN | aan | – | Include the name of the active camera in image metadata |
| Stamp Lens | BOOLEAN | uit | – | Include the active camera's lens in image metadata |
| Stamp Scene | BOOLEAN | aan | – | Include the name of the active scene in image/video metadata |
| Stamp Note | BOOLEAN | uit | – | Include a custom note in image/video metadata |
| Stamp Marker | BOOLEAN | uit | – | Include the name of the last marker in image metadata |
| Stamp Filename | BOOLEAN | aan | – | Include the .blend filename in image/video metadata |
| Stamp Sequence Strip | BOOLEAN | uit | – | Include the name of the foreground sequence strip in image metadata |
| Stamp Render Time | BOOLEAN | aan | – | Include the render time in image metadata |
| Stamp Note Text | STRING | – | – | Custom text to appear in the stamp note |
| Stamp Output | BOOLEAN | uit | – | Render the stamp info text in the rendered image |
| Stamp Labels | BOOLEAN | aan | – | Display stamp labels ("Camera" in front of camera name, etc.) |
| Metadata Input | ENUM | SCENE | Scene, Sequencer Strips | Where to take the metadata from |
| Stamp Peak Memory | BOOLEAN | aan | – | Include the peak memory usage in image metadata |
| Stamp Hostname | BOOLEAN | uit | – | Include the hostname of the machine that rendered the frame |
| Font Size | INT | 12 | 8 – 64 | Size of the font used when rendering stamp text |
| Text Color | FLOAT | 0 | 0 – 1 | Color to use for stamp text |
| Background | FLOAT | 0 | 0 – 1 | Color to use behind stamp text |
| Sequencer Preview Shading | ENUM | SOLID | Wireframe, Solid, Material Preview, Rendered | Display method used in the sequencer view |
| Override Scene Settings | BOOLEAN | uit | – | Use workbench render settings from the sequencer scene, instead of each individual scene used in the strip |
| Render Single Layer | BOOLEAN | uit | – | Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line. |
| Render Views | COLLECTION | – | – | |
| Render Views | COLLECTION | – | – | |
| Multiple Views | BOOLEAN | uit | – | Use multiple views in the scene |
| Setup Stereo Mode | ENUM | STEREO_3D | Stereo 3D, Multi-View | |
| Engine | ENUM | BLENDER_EEVEE | EEVEE | Engine to use for rendering |
| Multiple Engines | BOOLEAN | uit | – | More than one rendering engine is available |
| Use Spherical Stereo | BOOLEAN | uit | – | Active render engine supports spherical stereo rendering |
| Use Simplify | BOOLEAN | uit | – | Enable simplification of scene for quicker preview renders |
| Simplify Subdivision | INT | 6 | 0 – 6 | Global maximum subdivision level |
| Simplify Child Particles | FLOAT | 1 | 0 – 1 | Global child particles percentage |
| Simplify Subdivision | INT | 0 | 0 – 6 | Global maximum subdivision level during rendering |
| Simplify Child Particles | FLOAT | 0 | 0 – 1 | Global child particles percentage during rendering |
| Simplify Volumes | FLOAT | 1 | 0 – 1 | Resolution percentage of volume objects in viewport |
| Mesh Normals | BOOLEAN | uit | – | Skip computing custom normals and face corner normals for displaying meshes in the viewport |
| Simplify | BOOLEAN | uit | – | Simplify Grease Pencil drawing |
| Playback Only | BOOLEAN | uit | – | Simplify Grease Pencil only during animation playback |
| Antialiasing | BOOLEAN | aan | – | Use Antialiasing to smooth stroke edges |
| Fill | BOOLEAN | aan | – | Display fill strokes in the viewport |
| Modifiers | BOOLEAN | aan | – | Display modifiers |
| Shader Effects | BOOLEAN | aan | – | Display Shader Effects |
| Layers Tinting | BOOLEAN | aan | – | Display layer tint |
| Persistent Data | BOOLEAN | uit | – | Keep render data around for faster re-renders and animation renders, at the cost of increased memory usage |
| Line Thickness Mode | ENUM | ABSOLUTE | Absolute, Relative | Line thickness mode for Freestyle line drawing |
| Line Thickness | FLOAT | 1 | 0 – 10000 | Line thickness in pixels |
| Compositor Device | ENUM | CPU | CPU, GPU | Set how compositing is executed |
| Compositor Precision | ENUM | AUTO | Auto, Full | The precision of compositor intermediate result |
| Compositor Denoise Node Device | ENUM | AUTO | Auto, CPU, GPU | The device to use to process the denoise nodes in the compositor |
| Compositor Preview Denoise Quality | ENUM | BALANCED | High, Balanced, Fast | The quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow Scene |
| Compositor Final Denoise Quality | ENUM | HIGH | High, Balanced, Fast | The quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow Scene |
De drie knoppen die je in de praktijk aanraakt
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.
RECBLENDER 5.1 · RENDER-DRIE-KNOPPEN00:00:00:001920×1080Cycles-renderinstellingen
Deze instellingen verschijnen zodra Render Engine op Cycles staat. Rechtstreeks uit Blender 5.1 uitgelezen.
| Instelling | Type | Standaard | Bereik | Wat hij doet (tooltip uit Blender) |
|---|---|---|---|---|
| Name | STRING | – | – | Unique name used in the code and scripting, can be re-defined in Python sub-classes if needed |
| Device | ENUM | CPU | CPU, GPU Compute | Device to use for rendering |
| Open Shading Language | BOOLEAN | uit | – | Use Open Shading Language |
| Pause Preview | BOOLEAN | uit | – | Pause all viewport preview renders |
| Use Denoising | BOOLEAN | aan | – | Denoise the rendered image |
| Denoiser | ENUM | Denoise the image with the selected denoiser. For denoising the image after rendering | ||
| Denoising Prefilter | ENUM | ACCURATE | None, Fast, Accurate | Prefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoise |
| Denoising Quality | ENUM | HIGH | High, Balanced, Fast | Overall denoising quality when using OpenImageDenoise |
| Denoising Input Passes | ENUM | RGB_ALBEDO_NORMAL | None, Albedo, Albedo and Normal | Passes used by the denoiser to distinguish noise from shader and geometry detail |
| Denoise on GPU | BOOLEAN | uit | – | 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 Denoising | BOOLEAN | uit | – | Denoise the image in the 3D viewport |
| Viewport Denoiser | ENUM | Denoise the image after each preview update with the selected denoiser | ||
| Viewport Denoising Prefilter | ENUM | FAST | None, Fast, Accurate | Prefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoise |
| Viewport Denoising Quality | ENUM | BALANCED | High, Balanced, Fast | Overall denoising quality when using OpenImageDenoise |
| Viewport Denoising Input Passes | ENUM | RGB_ALBEDO | None, Albedo, Albedo and Normal | Passes used by the denoiser to distinguish noise from shader and geometry detail |
| Start Denoising | INT | 1 | 0 – 16777216 | Sample to start denoising the preview at |
| Denoise Preview on GPU | BOOLEAN | aan | – | 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 |
| Samples | INT | 4096 | 1 – 16777216 | Number of samples to render for each pixel |
| Viewport Samples | INT | 1024 | 1 – 16777216 | Number of samples to render in the viewport, unlimited if 0 |
| Use Sample Subset | BOOLEAN | uit | – | Render a subset of the specified max samples. Typically used for distributed rendering across multiple devices |
| Sample Subset Offset | INT | 0 | 0 – 16777216 | 0-based index of sample to start rendering from |
| Sample Subset Length | INT | 2048 | 1 – 16777216 | The number of samples to render in this subset |
| Time Limit | FLOAT | 0 | 0 – onbegrensd | Limit the render time (excluding synchronization time). Zero disables the limit |
| Sampling Pattern | ENUM | Random sampling pattern used by the integrator | ||
| Scrambling Distance | FLOAT | 1 | 0 – 1 | Reduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too low |
| Scrambling Distance viewport | BOOLEAN | uit | – | Uses the Scrambling Distance value for the viewport. Faster but may flicker |
| Automatic Scrambling Distance | BOOLEAN | uit | – | Automatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts |
| Layer Samples | ENUM | USE | Use, Bounded, Ignore | How to use per view layer sample settings |
| Light Sampling Threshold | FLOAT | 0.01 | 0 – 1 | Probabilistically 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 Sampling | BOOLEAN | aan | – | Automatically reduce the number of samples per pixel based on estimated noise level |
| Adaptive Sampling Threshold | FLOAT | 0.01 | 0.001 – 1 | Noise 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 Samples | INT | 0 | 0 – 4096 | Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold |
| Use Adaptive Sampling | BOOLEAN | aan | – | Automatically reduce the number of samples per pixel based on estimated noise level, for viewport renders |
| Adaptive Sampling Threshold | FLOAT | 0.1 | 0.001 – 1 | Noise 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 Samples | INT | 0 | 0 – 4096 | Minimum 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 Sampling | ENUM | MULTIPLE_IMPORTANCE_SAMPLING | Multiple Importance Sampling, Forward Path Tracing, Next-Event Estimation | The type of strategy used for sampling direct light contributions |
| Light Tree | BOOLEAN | aan | – | Sample multiple lights more efficiently based on estimated contribution at every shading point |
| Min Light Bounces | INT | 0 | 0 – 1024 | Minimum 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 Bounces | INT | 0 | 0 – 1024 | Minimum 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 Caustics | BOOLEAN | aan | – | Use reflective caustics, resulting in a brighter image (more noise but added realism) |
| Refractive Caustics | BOOLEAN | aan | – | Use refractive caustics, resulting in a brighter image (more noise but added realism) |
| Filter Glossy | FLOAT | 1 | 0 – 10 | Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy |
| Guiding | BOOLEAN | uit | – | 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 |
| Deterministic | BOOLEAN | aan | – | Makes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down training |
| Guiding Distribution Type | ENUM | PARALLAX_AWARE_VMM | Parallax-Aware VMM, Directional Quad Tree, VMM | Type of representation for the guiding distribution |
| Directional Sampling Type | ENUM | RIS | Diffuse Product MIS, Re-sampled Importance Sampling, Roughness-based | Type of the directional sampling used for guiding |
| Surface Guiding | BOOLEAN | aan | – | Use guiding when sampling directions on a surface |
| Surface Guiding Probability | FLOAT | 0.5 | 0 – 1 | The probability of guiding a direction on a surface |
| Volume Guiding | BOOLEAN | aan | – | Use guiding when sampling directions inside a volume |
| Training Samples | INT | 128 | 1 – onbegrensd | The 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 Probability | FLOAT | 0.5 | 0 – 1 | The probability of guiding a direction inside a volume |
| Guide Direct Light | BOOLEAN | aan | – | Consider the contribution of directly visible light sources during guiding |
| Use MIS Weights | BOOLEAN | aan | – | Use the MIS weight to weight the contribution of directly visible light sources during guiding |
| Guiding Roughness Threshold | FLOAT | 0.05 | 0 – 1 | The minimal roughness value of a material to apply guiding |
| Max Bounces | INT | 12 | 0 – 1024 | Total maximum number of bounces |
| Diffuse Bounces | INT | 4 | 0 – 1024 | Maximum number of diffuse reflection bounces, bounded by total maximum |
| Glossy Bounces | INT | 4 | 0 – 1024 | Maximum number of glossy reflection bounces, bounded by total maximum |
| Transmission Bounces | INT | 12 | 0 – 1024 | Maximum number of transmission bounces, bounded by total maximum |
| Volume Bounces | INT | 0 | 0 – 1024 | Maximum number of volumetric scattering events |
| Transparent Max Bounces | INT | 8 | 0 – 1024 | Maximum number of transparent bounces. This is independent of maximum number of other bounces |
| Step Rate | FLOAT | 1 | 0.1 – 10 | Globally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detail |
| Step Rate | FLOAT | 1 | 0.1 – 10 | Globally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detail |
| Max Steps | INT | 1024 | 2 – 65536 | Maximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizes |
| Biased | BOOLEAN | uit | – | 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 Rate | FLOAT | 1 | 0.5 – 1000 | Multiplier for per object adaptive subdivision size |
| Viewport Dicing Rate | FLOAT | 8 | 0.5 – 1000 | Multiplier for per object adaptive subdivision size in the viewport |
| Max Subdivisions | INT | 12 | 0 – 16 | Stop subdividing when this level is reached even if the dicing rate would produce finer tessellation |
| Offscreen Dicing Scale | FLOAT | 4 | 1 – 25 | Multiplier 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 |
| Exposure | FLOAT | 1 | 0 – 1024 | Image brightness scale |
| Transparent Glass | BOOLEAN | uit | – | Render transmissive surfaces as transparent, for compositing glass over another background |
| Transparent Roughness Threshold | FLOAT | 0.1 | 0 – 1 | For transparent transmission, keep surfaces with roughness above the threshold opaque |
| Filter Type | ENUM | BLACKMAN_HARRIS | Box, Gaussian, Blackman-Harris | Pixel filter type |
| Filter Width | FLOAT | 1.5 | 0.01 – 10 | Pixel filter width |
| Seed | INT | 0 | 0 – onbegrensd | Seed value for integrator to get different noise patterns |
| Use Animated Seed | BOOLEAN | uit | – | Use different seed values (and hence noise patterns) at different frames |
| Clamp Direct | FLOAT | 0 | 0 – 100000000 | If 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 Indirect | FLOAT | 10 | 0 – 100000000 | If 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 Type | ENUM | DYNAMIC_BVH | Dynamic BVH, Static BVH | Choose between faster updates, or faster render |
| Use Spatial Splits | BOOLEAN | uit | – | Use BVH spatial splits: longer builder time, faster render |
| Use Curves BVH | BOOLEAN | aan | – | Use special type BVH optimized for curves (uses more ram but renders faster) |
| Use Compact BVH | BOOLEAN | uit | – | Use compact BVH structure (uses less ram but renders slower) |
| BVH Time Steps | INT | 0 | 0 – 16 | Split BVH primitives by this number of time steps to speed up render time in cost of memory |
| Bake Type | ENUM | COMBINED | Combined, Ambient Occlusion, Shadow, Position, Normal, UV, Roughness, Emission, Environment, Diffuse, Glossy, Transmission | Type of pass to bake |
| Use Camera Cull | BOOLEAN | uit | – | Allow objects to be culled based on the camera frustum |
| Camera Cull Margin | FLOAT | 0.1 | 0 – 5 | Margin for the camera space culling |
| Use Distance Cull | BOOLEAN | uit | – | Allow objects to be culled based on the distance from camera |
| Cull Distance | FLOAT | 50 | 0 – onbegrensd | Cull objects which are further away from camera than this distance |
| Shutter Type | ENUM | NONE | None, Top-Bottom | Type of rolling shutter effect matching CMOS-based cameras |
| Rolling Shutter Duration | FLOAT | 0.1 | 0 – 1 | Scanline "exposure" time for the rolling shutter effect |
| Viewport Texture Limit | ENUM | OFF | No Limit, 128, 256, 512, 1024, 2048, 4096, 8192 | Limit texture size used by viewport rendering |
| Render Texture Limit | ENUM | OFF | No Limit, 128, 256, 512, 1024, 2048, 4096, 8192 | Limit texture size used by final rendering |
| Fast GI Approximation | BOOLEAN | uit | – | 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 Method | ENUM | REPLACE | Replace, Add | Fast GI approximation method |
| AO Bounces | INT | 1 | 0 – 1024 | After this number of light bounces, use approximate global illumination. 0 disables this feature |
| AO Bounces Render | INT | 1 | 0 – 1024 | After this number of light bounces, use approximate global illumination. 0 disables this feature |
| Auto Tile | BOOLEAN | aan | – | Deprecated, tiling is always enabled |
| Tile Size | INT | 2048 | 8 – 8192 | Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memory |
| AVX2 | BOOLEAN | aan | – | |
| SSE42 | BOOLEAN | aan | – | |
| BVH Layout | ENUM | EMBREE | BVH2, Embree | |
| Adaptive Compile | BOOLEAN | uit | – | Compile the Cycles GPU kernel with only the feature set required for the current scene |
| OptiX Module Debug | BOOLEAN | uit | – | Load OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization level |
| Adaptive Compile | BOOLEAN | uit | – | Compile the Cycles GPU kernel with only the feature set required for the current scene |
| Adaptive Compile | BOOLEAN | uit | – | Compile the Cycles GPU kernel with only the feature set required for the current scene |
Denoising: minder samples nodig door te filteren
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.
RECBLENDER 5.1 · RENDER-DENOISE00:00:00:001920×1080Zelf proberen: CPU naar GPU, en het verschil zien
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.
- 1Open
blends/demo_render_settings.blend. - 2Ga naar Render Properties en zet Render Engine op Cycles.
- 3Render met F12, Device op CPU. Noteer de tijd.
- 4Zet Device op GPU Compute (System-tab in Preferences moet een GPU-backend hebben ingesteld) en render opnieuw.
- 5Vergelijk: bij een klein aantal samples is het verschil klein; bij honderden samples wordt het groot.