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[flow_default] Transcription: 02. Optimal Render Setup II.json

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+ {
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+ "audio_file": "02. Optimal Render Setup II.wav",
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+ "text": "So the render setting is I'm gonna show you right now as I mentioned in the previous video are the settings I'm using in I think 99% of my projects I really quite rarely optimize the render settings per camera because I still want to have the flexibility if I move my camera, let's say to this angle to this angle or Here I really want to I still prefer to have a general universal render settings that will work with let's say 99% of the time in the scene instead of setting up the settings just for this one camera and reducing the render times by let's say 20%. So I'm gonna go through the render settings you have under this icon here. First one is the color management and as you can see I'm just leaving them as defaults. You can of course modify them for different looks but I will also describe it in a separate video actually in the next video but let's now move to the sampling settings and this is I would say a general setting for the general quality. So the more samples you set up here, the less noise, the more crisp and defined your rendering will be. As for the viewport, I usually use the values of 256. You can go with the default 100 as well if you want to preview the shaders. Actually, as we did in the whole previous chapter, but as for the rendering, for the interior scenes, I'm using the 1024. You can use 1000 as well as a minimum value. And I know you can go a little bit lower with this if you set up your scene, if you try to crank the render times within your scene. But this is the value that will influence the render times the most. So as I said, I try to start with the value of 1000. It usually works well with bright interiors like the one we have. If we want to be super sure that the render quality will be good and the render times still stay quite rational, we can go with 1500. But I'm just gonna use 1024. As for the advanced settings here, there's really nothing to... well, that I change at this point. So I basically just stick to the render samples here. And then I move to the light paths. So here we have three categories and this is the area where I change the most settings. So for the general interiors like ours, you should consider switching off all of the caustics. These are the settings that usually generate some noise, especially in the scenarios where you have light sources like the sun lamp going past the glass objects or if you have too many reflective materials around the scene I would suggest disabling these ones. I mean I'm disabling anyways because the caustic effect they would generate is very very small and still that can produce some extra noise. Then I go to the clamping settings and the default values I set here is 9. What those values do, I will explain that in the advanced part of the course, but in general, you can think of those as the values that reduce noise. So if you have them set up as 0, you will usually get quite a lot of noise around your scene. If you go to the value around 10, I usually use 9. That shouldn't influence your image quality quality that much because if you go with very low values like one that will flatten out the lights within your image. So yeah, let's just stick to the values of nine. And as for the bounce settings, I'm usually increasing these from the default four to six. Some people say it really doesn't do anything around the scenes and you can keep them around 2 or 3. I disagree with that in my opinion, especially the diffuse one increases the brightness of your scene. It affects the render times slightly, so this might increase the render time by 10, maybe in extreme cases 20%. But I don't think that's really a big problem for us and I still prefer to have this additional light around my scene and let's say 10, 15 longer render times. As you can see, I've opened the hair settings for no reason because we don't change anything here. So there is also a simplify menu here, which I will describe in a second. Nothing also changes within the motion blur since we are not doing the animation. In the film settings you can enable transparency if you want to have a JPEG image placed in your background but we'll get back to that in a separate video. So in terms of performance here are some things we need to set up. So you might consider starting with the tiles and if you're using a GPU as I do here, the most optimal and more or less always working value here I found out, at least for me, is 400 if you're using a single GPU. So if you have multiple graphic cards that might be different, sometimes having lower resolutions. So if you change the dimensions of your rendering, let's say for a preview purposes to 50% here, I would suggest changing this value to let's say 250 because then it's a little bit more optimized. So you might consider using the value of 256 most of the time, especially if you're doing a lot of previews in lower resolution. But once you get to this 100% rendering, I would suggest increasing those values to somewhere between 200 and 400. I'm just using 400 most of the time. And it's important to mention if you're using CPU here, so let's say you're using your MacBook to render this scene. These values will carry a render time. So you have to go very low with that. I usually go with 8. Some people say it shouldn't be any lower than 16. In my case it really depended on the scene I was working on. But something between using 8 or 16 I would say that's the the best you're gonna get the best render times with those two values You can do some test renderings on a region and see which one renders faster for you But as for the GPU, I would stick with 400 Let's see some other settings we have here as for the acceleration structure I barely ever change anything from the defaults. As for the final render, you might consider switching on the persistent images option here, which saves you some time when loading the textures into cycles. And you can also use save buffers option, which saves a little bit of VRAM GPU RAM memory when rendering. And speaking of memory, if you have problems rendering an image, if you're running low with the VRAM memory, the simplify option may be a very good help for you. So what you can do here is telling Blender to simplify some things when rendering. As you can see, I tried switching it on and we got some problems. But here we go again. So you can see we have the max subdivisions option here and what it does with this slider here, you can actually set up the maximum values of the subdivision modifier values you have here. So let's say you have some objects with the value of three, some of the value of two, some of the value of four, let's say, or maybe let's not overdo it just so it doesn't crash. What you can do here is actually telling Blender to go down with all of those values to what you set up here. I don't know why would anyone use the max subdivisions set up to six, but you can go lower with all of that. So let's say for viewport we can use two, but for rendering, if you're running into the VRAM memory problems, you can set it up as one as soon as Blender starts working for me again. Okay. So we set it up as one, but the subdivision values are usually not the biggest issue when it comes to VRAM problems. What I found really problematic were the actual texture sizes because sometimes you are using a texture which has a pretty big resolution and with a big resolution comes bigger memory use. So let me show you an example. Here we have exactly the same texture which has exactly the same resolution in both cases. But when I click here you can see with this one we have 6000 by 6000 pixels and 20 megabytes of memory use. and spread around your scene and with just 10 of these you already lose 200 sometimes 400 megabytes of your VRAM memory which is quite precious. So what you can do with the simplify options here not for the viewport but for the render you can tell Blender to limit all texture sizes to let's say 2048 by 2048. And in some of my projects I found it extremely helpful. It really made a night and day difference in some projects which I couldn't simply render even on eight gigabytes of VRAM memory. When I used this kind of trick to optimize my scene, it really well made it possible to render and to finish my project. The other settings here like the one I've just opened, I basically leave untouched and one more thing last but definitely not least is the denoiser and we can find it under this strange layer kind of icon here. So you can see we have the denoising settings available around this area and what it does it makes well our rendering much more smoother you will see the before and after denoising comparison under this video but yeah in general I also leave all of those settings as they are because the noisier can generate some splotches some well ugly dots around some of your renderings but the main reason for them to happen to appear is the low sampling value here. So in order to make the noisier work better, you simply need to increase the values here. I mean most of the time you can obviously crank down those settings just a little bit more, but as I said, I would still prefer to have longer render times instead of playing around with the settings and you know Guessing which setup works the best because quite often this is just a guessing game how to set those up So yeah other than that I basically leave our scene as it is I would say we still did a quite of good job with setting up the illumination, optimizing the way light distributes in the scene by tweaking the glass material here in the Cycles settings. That actually makes a really big difference. And really, this is actually those kind of things actually cut your render times and improve the look of your scene, not necessarily the tweaks you do here, because as you can see, we really don't have that many options to play with, even when the light path, which is the most, I would say important thing to set up if you want to have a good rendering quality and a general look, there aren't that many settings to play around with. So I would say that's it for this video and let's now move on with this part of the course. Thank you for watching.",
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