The first method that you should consider using is to switch your render device from your CPU to your GPU. In the second test, we will stack all the methods that we cover together, and see just how far we can go to reducing the render time of our scene. ![]() ![]() Method one is going to apply that method alone and none of the others, with the exception of enabling the GPU which needs to be enabled to apply a few of the other methods. So we now have our baseline for how long it takes for Blender to render the scene, we can move on to applying each of our methods for reducing the render times.įor each method, we will be running two test renders of our scene. Our render time for the benchmark scene is listed below The location of where to send your render in the output makes no difference at all. The only changes we made were to set the resolution to a full 1080p, and make sure that we were using the CPU to start off with. The Base Testįor the 1st render, we avoided changing most of the settings in Blender, making it as unoptimized as possible. When Cycles X is fully released we will update this article to see if any improvements have been made. We will also be using an experimental branch for Cycles X. We are using Blender version 3.0 beta for our render tests with the original cycles engine. If you believe that your rig is more powerful, then you will likely see a significant reduction in render times, but our focus will be on changing the settings in Blender to minimize our times rather than changing up the hardware. We have a few computers here but I decided that it would be of most benefit if we choose a setup that was representative of what most artists could afford or wish to use, as the purpose here is to learn what you can do to reduce the time of your renders, and not how fast we can make a render on an ultra-powerful rig.īelow are the hardware specs of the PC being used for the test: We will therefore be rendering with both engines on the same tests for comparison. Render times between those two tend to vary a fair bit, and while many of the methods below apply to both versions, a couple of these do not. ![]() Note: There will be users of Blender who are using the Cycles X version of the engine and those who are still using the original Cycles engine. Your base render times will be determined by the scene that you create and it’s level of complexity, and the hardware used to render the scene. So for this test, I will be using the barbershop scene that you can download straight from the Blender website here. But why water time creating a new scene when we can just use one of Blender’s own benchmark scenes instead.įor the sake of far testing, we need to make sure that we use the exact same scene for every method that we use, to get an idea of each method’s true effectiveness. To start off we need to establish a baseline for a render, which means we are going to have to create a scene and render that scene with all of the default settings. What Render Times Can I Expect Without Changing The Settings? Now we will guide you through each of these methods and also how effective they can be. These are some of the quicker methods of reducing your render times for both images and animations in Blender. ![]() Reduce The Number Of Polygons In The Scene.Increase Your Tile Size (For Cycles Not Cycles X).As a 3D artist, you can spend as much time waiting for a scene to render as you spent actually creating the scene in Blender if you don’t have the right settings for your render.īelow are the main 9 methods that you can use to reduce the amount of time it takes your scene to render in cycles, there are other methods, but these have the most notable impact… Time is money! That’s a very old statement at this point but it will always be accurate.
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