The FASTEST Cycles Renders you can get in Blender!

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Even with the best hardware in the world, getting fast renders can be an issue if you don't know what you're doing! With the settings and explanations in this video you can make your renders up to 3000% faster. And it's super easy to do! These settings are an updated version of my old video and are optimized for Blender 4.0 and up, so start implementing them today to save HOURS of rendering.

My Hardware setup: NVIDIA GeForce RTX 4090 FE, AMD Ryzen 9 7900X, 64GB Corsair Vengeance DDR5 RAM, MSI MAG B650 Tomahawk WiFi, Arctic Liquid Freezer II, Corsair RM1000e PSU
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Chapters:
00:00 Intro
00:21 The Benchmark
00:54 Step 1 - Your Render Device
03:17 Sponsortime!
04:26 Step 2 - Noise Threshold
07:42 Step 3 - Denoising
09:53 Step 4 - Performance
11:13 Step 5 - Light Paths
13:51 Extra Tips to try for Faster Cycles Renders!
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🎶 Music:
Epidemic Sound
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Check out Lud and Schlatt's Musical Emporium:
@ludandschlattsmusicalempor6746

Some of the links in this description help support the channel!
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the best rendering setting is an expensive GPU

ghostcookie
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THANK YOU! It really works, went from 7 minute renders to 8 second renders. Every time I have long renders, I come back to Kaizen

dennisthompson
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Just one detail about decreasing the tile size: It helps you to render big scenes when you don't have much VRAM available. With a powerful GPU it's generally unnecessary make it smaller but when you can't render in 2048 tile size, decreasing it would allow you to render in exchange of more time actually. This is my experience messing around with it xD

ddvictor
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You dont know how much I appreciate you making me find out my render device setting was on NONE all this time, I knew it and I never noticed it, I feel so stupid but I'm glad I watched this today cause I have to render a lot of work tomorrow

BECK_D
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You missed something while talking about denoising. Under advanced settings in Cycles sampling panel there's animate seed option. That one needs to be disabled in order to avoid flickering between the frames. In fact, quite important. Also, I haven't seen anyone mention this but since 3.6 version, maybe even one or two versions earlier not sure, there's Turbotools add-on inside the Blender. That's accualy separate denoiser. If used properly can give even better results that Optix or OpenImageDenoiser.

_tomashh
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It is always a pleasure to find new ways to speed up my workflow!

PrinceEagle
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A note about adaptive sampling:
It's worth trying out a scene with a lower sample count and lower adaptive sampling value in complex scenes, as it seems that the AI/algorithms were set up for images with uniform sample counts. In my experience the varying sample counts from this can cause artifacts in the denoiser. To prevent issues try increasing the min samples near to a quarter of the total samples and messing around with values as always. I usually use a value between 0.01 and 0.05.

The second image at 14:50 looks like it uses a smaller sample count or some other setting on top of disabling caustics, but it's also possible that the reduced noise from the lack of caustics is causing the adaptive sampling to give it less samples and therefore increase the artifacts in those areas.

On top of disabling the animate seed option that someone mentioned to reduce flickering, using the automatic scrambling distance option can also help reduce noise in renders by allowing nearby pixels to have more similar random values. Setting the multiplier to 0 is also a great way to visualize converging times and figure out what is a good sample count for you!

Transmission bounces are required for any transmissive materials, that includes glass that uses transmission, refraction, etc. Transparency bounces are only used for materials with alpha (i.e simulate a transparent material with no internal bouncing and only a surface) or using a transparent BDSF.

albarnie
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Good to see Noise Threshold being properly explained. So many people still just parrot "lower your samples" when this has not been the primary control for render quality since 3.0. They even renamed it from Samples to Max Samples to show it's defintiely a different setting, but no the parrots just started saying "lower max samples". Lower max samples does one thing - reduce the samples available to the noisiest part of your image. Exactly what you don't want to be doing.

petebateman
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Thank you so much for these tips. I've been trying to render out a 1053 frame animation, but each frame was taking over a minute to render, even with the noise threshold set to 1 and samples reduced to 1024. I found the Optix option, played with the lighting settings and a few other things, and now, from my current test, each frame takes around 9-11 SECONDS depending on the complexity of the frame. Massive time saver ! ^_^

WolfyBritishGuy
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The BVH is the bounding volume hierarchy. It allows triangle searches in path tracing to go down from linear to logarithmic time.

afjer
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Some tips for faster renders. This is coming from someone who renders stuff at work on an ancient PC with no GPU only an or 9th gen i7 CPU.
1. High resolution (~3000x3000) + low sample size (~32) + Noise Threshold 1. This is really good for low end PCs.
2. Small tile sizes (~128 for me) are good for CPU rendering, while larger ones a better for GPU rendering.
3. Sometimes adding textures after in Photoshop is actually faster. If you have a large wall with a lot of bump-mapping.... just do it in post.
I can pump out simple scenes under 5 mins, more complex stuff under 10-15 mins.

Ragmon
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Your videos are great, informative and entertaining. Thanks bro

steve
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Dude I've been rendering these animations for so long taking hours of my day just for a 5 second animation just to figure out I've been limiting my hardware and could've saved hundreds of hours just by clicking a button, my life is a lie

gun_gaming
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Love the tips shared and the delicious salad! Appreciate the sense of humor while learning! 🤣 U R Z Best man!!!🤩🤩 Luv it! 😍

LinKaaxMu
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Great video, great explanation, straight to the point, and really made a difference, thnx bro

MrCarls
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A few things to note: Make sure you are not thermal throttling when rendering with both the cpu and gpu (do not do this if you have a laptop it will reduce render times). Noise threshold can cause artifacts with denoising (especially with volumes). Experiment with the minimum samples to make sure you dont get these. Often times i find it best to just disable it entirely. Persistent data does not work with adaptive subdivision. I also find that keeping render times the same, rendering at a higher resolution results in more detail since the denoiser has more pixels to work with.

Venous_fx
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omg I need to try this persistent data. why the hell is it not on by default??!

KnowArt
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thatt persistent data is a world saver it saves so much time, thanks for sharing this amazing video

MrArtBes
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Thankyou this had everything I was searching for and more it really helped me

cleanvisuals
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Appreciate the tutorial! Good tips in this one.

SpencerMagnusson
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