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Thoughts on Optimizing Your Cycles Renders

🕑 Added 2020-08-08 22:32:07 +0000 UTC

Comments

Roland Kay

Oh my word! I've just discovered the "Persistent Data" cycles option, and my render is like x10 faster. It was spending 20s per frame uploading data to the GPU before versus 3s actually rendering, but now it only does it once per animation.

Leo Avero

Holyshit this changed my life.

Mario Taylor

You are a magician and I'm in awe! Following your tips, I just decreased render time from almost 5 minutes per frame to between 35 and 60 seconds - and somehow it even looks better than before! :O

Alejandro Gallegos

Would love to see how to use eevee passes for cycles renders.🙌🏻

Robert Schwarz

Just dropping this here to let you know! These kinds of Post are exceptionally valuable ! We talk a lot about textures and modeling here, but those side nodes on light, how geometry behaves etc bring your content to the next level! (That´s how i feel about it! )

Kresimir Jelusic

btw an "old school" trcik is to double the resolution and then resize back in photoshop/gim/ae whatever - this reduction eats up noise.. of course it will increase the render times, but at least it's a thing

Albert Pougnol

do you have any tricks to optimize volumes in cycles? i found these to be tricky to render without noise

LeBang Cine

This is wonderful. It helps me to understand how cycle work and the craziness of Cycle. Thanks a lot for this masterpiece.

Luke L

thanks!

Erich Stenzel

Thanks Ian! Full of very useful information!

Jeff Betz

V

Pete Burges

This is a super useful post. So many times you look for a solution to things like this and the advice is generally to use brute force (higher sample rate etc) to overcome them. It's really annoying when you've got a 15 sec render that looks almost perfect apart from a few fireflies and you're told to turn it into a 48 minute render just to get rid of them. If it's just a still, I've often just used photoshop to clean up or comped something in after effects if it's animated because it's less hassle than drastically increasing the render time. So thanks for this insightful and practical post.

Covingsworth

I've just been rendering everything at 35 samples at 90% resolution, with optix denoise, for all my animations. Everything looks great and max 15 second render times

Alejandro Gallegos

Hi Ian, so how would you approach an indoor animation scene, trying to get the usual “3 point lighting” look on your character?

Mornarion

The part about light intersecting geometry explains a lot of my failures when lighting scenes :'( It's great to know, thanks a lot!

Mornarion

Man, I really love your videos, but these longer posts containing Da Wisdom are giving me the life as well 😊 One thing regarding glass Windows, there is a quick way to improve the render using the glass shader; with the glass object selected, click the Object tab, and under Visibility you can uncheck Shadow. That way, the glass reflects like glass but the light passing through it will behave mostly like there is no glass: https://1drv.ms/u/s!AgjLAafvkZ5-93BgNs8AVzmssz63?e=QIvIY7 A render with 50 samples and no glass: https://1drv.ms/u/s!AgjLAafvkZ5-92tcFSir8TNmrxlV?e=DAAy8s Same scene with regular glass: https://1drv.ms/u/s!AgjLAafvkZ5-92zj3llJwgYe2__p?e=Zah6pm And the scene without shadow visibility: https://1drv.ms/u/s!AgjLAafvkZ5-923PE8QP7BcH7Of2?e=AsXG52 Mind you, it still creates some fireflies but then, 50 samples is pretty low, it works rather well with reasonable sample amounts. I haven’t tried it enough that I can say it’s a perfect solution, but it’s worth trying ;D

Godzookie

Wrote a whole thing on E-cycles it didn't post. Ecycles is faster with better denoiser, but Optix view port is insanely good!

Godzookie

The E-cycles denoiser is better than Optix in most of my scenes it doesn't "muddy" the textures nearly as much (Optix view port denoise is insanely good though!). E-cycles in general is just faster. It also has a new light library so you can change color and intensity of each light in post after render is done. I'm not affiliated with it in any way just been using it for almost three years and it is pretty great. All these tips apply, of course it's still a ray tracer, so thanks.

Chromfell

Oh, that solves that! Thanks! Not on by default! Turns out for me here it's 240 by 216 - which I am sure is also relative to the render resolution! It fits the optimal size perfectly for the render size so it does not have to start new buckets for tiny remaining bits at the edges! Smart! That knocked a few more % of the render time :)

Jan van den Hemel

Thanks for writing this Ian, it's very helpful. I recommend using Neatvideo as well, since you're an After Effects user like me. By the way tilesize is better to calculate automatically by enabling "auto tile size" which is an add-on that ships with Blender. All you need to do is activate it. In fact it might be by default in Blender 2.8?

Ian Hubert

AH YEAH! That's a very good point! Also- wait you have 3 RTX 2070s going?? Is that POSSIBLE?

Ian Hubert

DAMN! That's super clever!!!! I'm stoked to use that, thanks! :D

Alejandro Gallegos

I’ve seen him recommend Neat Video for denoising animations. Haven’t had the chance to try it yet.

Gehrig Campbell-Dempsey

This is a hugely ridiculous tip, but, you may be able to setup a render farm on your computer? CGRU/Afanasy is the open source render farm my team uses. It takes a bit of extra tech knowledge, but is relatively straightforward if you were to just set it up on your own device. Essentially lets you queue up renders, so you could just queue up your first render, in a duplicate project set the proper parameters, then set the other one to render after. Let me know if you try it, I'd be happy to help you try and troubleshoot any issues!

Ulf

Thanks a lot, especially about the fireflies! Btw, OptiX is enabled for ALL cards with CUDA (so also GTX) in blender 2.90 beta! (There was an optix denoising plugin a while back, which worked with my GTX, and then when they rolled this into blender it was discontinued, and in blender only for RTX. Found this weird, but others apparently too, so now it's available for all again.) And I agree on increasing tile size when rendering on GPU (the blenderguru has a render optimization video on that and e.g. number of ray bounces, too).

Chromfell

Oh yeah, and I also wanted to add to this, don't forget to play around with your TILE SIZE under the performance settings - the default is 64, which is not at all representative of currently optimal workloads for GPUs - try 128, 256 and see where your performance/time trend goes. I generally save 25% render time going from 64 to 256. (on 3x RTX 2070)

Vortex 711

That was really helpful, my problem is kind of unique , in my country the electricity doesn’t last long, and i make big project which takes a lot of time, so i am working on a project (btw sent you a pic of it) that has many light sources and reflection, but it is still not finished, so what i am need is when i finish everything i would like to send you the project file or just a pic to tell me to what to fix about lights so i can render fast before electricity shut down for a time that my pc wont last and it cancels the render, when i finish it i will text you if you have a free time to help

Joey Lawson

Hey Ian!! Speaking of mixing Cycles with Eevee passes: do you know if there's a way to queue Cycles and Eevee renders at the same time via the compositor or some such method? I've got a few shots of a character that I'm rendering in Eevee, but I'm using Cycles for a shadow pass. Unfortunately it takes a long time for the shadow pass to render since I think it has to calculate the beauty pass beforehand... if there were a way to queue up renders using both engines simultaneously and walk away for a bit, that would supremely satisfy my lazy tendencies! As always thank you for the tips, tricks and your positivity. Hope you're having a fantastic weekend!

Zachary Macintyre

I've been waiting for this post! With that glass tip at the end, you can also go one further and use the ray info node to mix between your glass and a transparent shader. Then if it's a camera ray, use the proper refraction, but if it's calculating scene lighting it will skip all of that and just use transparent. You can tint it with a colour if the glass is coloured too.

Lightning

With all these denoising tips and tricks, not a single way to denoise the upstairs neighbors. I'm disappointed Ian xD

Ian Hubert

AH! Thanks for this perspective! I've only used cycles so I have no idea how it compares to other stuff. Yeah, being able to just reload SOME of the textures sounds like a great things. Eevee's kicking ass at volumetrics- it's a little nuts, yeah. Combining an eevee volumetric pass with a cycles render can be great. I should really try messing around in Octane one of these days.

Ry Ken

Thanks for the top Ian

Chromfell

Working with Cycles on fairly complex things is definitely a pain coming from Octane (the fastest most crisp GI you will ever see) but clamping has definitely helped. I still use the normal pixel filter denoiser most of the time, too, just seems to work better for me? I've switched to Eevee a lot because it's simply that much more reasonable sometimes, especially with volumetrics and some pre-baked lighting. Oh, and Cycles desperately needs to get rid of having to either reload ALL or NONE of the textures every frame too. Some things that engine does are just bewildering :D can't complain too much though, still gonna use it because I love working in it - just not rendering hundreds of frames! lol

sofia

Thanks for the tips!


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