Set the number of Eevee Render Samples to something really small when testing (like 1). If you have a scene you can share which demonstrates the problem you can always report a bug and include the scene so the devs can take a look at why the final render is so much worse. Complete your mix first and make sure it is final before doing the rendering. Leave some headroom. Assign V-Ray as the current renderer. The default V-Ray Next. Many translated example sentences containing 'final rendering' – French-English dictionary and search engine for French translations.
The integrator is the rendering algorithm used to compute the lighting.Cycles currently supports a path tracing integrator with direct light sampling.It works well for various lighting setups,but is not as suitable for caustics and some other complex lighting situations.
Rays are traced from the camera into the scene,bouncing around until they find a light source such as a light, an object emitting light,or the world background. To find lights and surfaces emitting light,both indirect light sampling (letting the ray follow the surface BSDF)and direct light sampling (picking a light source and tracing a ray towards it) are used.
There are two sample methods that can be used: Path Tracing and Branched Path Tracing.
The Path Tracing integrator is a pure path tracer;at each hit it will bounce light in one direction and pick one light to receive lighting from.This makes each individual sample faster to compute,but will typically require more samples to clean up the noise.
The non-progressive Branched Path Tracing integrator offers finer control over sampling.It is similar to Path Tracing, but at the first hit it will split the path fordifferent surface components and will take all lights into account for shading instead of just one.
This makes each sample slower, but will reduce noise,especially in scenes dominated by direct or one-bounce lighting.To get the same number of diffuse samples as in the path tracing integrator,note that e.g. 250 path tracing samples = 10 AA Samples × 25 diffuse samples.The Sampling panel shows this total number of samples.
Number of paths to trace for each pixel in the final render. As more samples are taken,the solution becomes less noisy and more accurate.
When using Branched Path Tracing, this changes the AA Sampleswhich are multiplied by the Subsamples and improve Anti-Aliasing.
Number of samples for viewport rendering. Setting this value to zeroenables indefinite sampling of the viewport.
Subsamples¶
The subpanel is only shown when using Branched Path Tracing.
Number of diffuse bounce samples to take for each AA sample.
Number of glossy bounce samples to take for each AA sample.
Number of transmission bounce samples to take for each AA sample.
Number of ambient occlusion samples to take for each AA sample.
Number of mesh light samples to take for each AA sample.
Number of subsurface scattering samples to take for each AA sample.
Number of volume scattering samples to take for each AA sample.
Adaptive Sampling¶
With adaptive sampling Cycles automatically reduces the number of samples in areas that have little noise,for faster rendering and more even noise distribution.For example hair on a character may need many samples, but the background may need very few.
By default, the threshold to stop sampling pixels is adapted to the number of AA samples.This reduces overall render time, and particularly after denoising the result will be almost indistinguishable.
With adaptive sampling it is also possible to render images with a target amount of noise.This is done by settings the Noise Threshold, typical values are in the range from 0.1 to 0.001.Then render samples can then be set to a high value,and the renderer will automatically choose the appropriate amount of samples.
The error threshold to decide whether to continue sampling a pixel or not.Typical values are in the range from 0.1 to 0.001, with lower values meaning less noise.Setting it to exactly 0 lets Cycles guess an automatic value for it based on the total sample count.
The minimum number of samples a pixel receives before adaptive sampling is applied.When set to 0 (default), it is automatically set to the square root of the total (max) sample count.
Denoising¶
Denoising removes noise while previewing scenes in Rendered mode in the 3D Viewport or for final renders.
Rendering Final Cut X
Denoising for the final render can be enabled or disabled for with the checkbox.For denoising the image after rendering with the Denoising node,denoising data render passes also adapt to the selected denoiser.
Uses non-local means todenoise the image. Addition properties for this denoising method can be set inthe View Layer Properties.
Uses Intel’s Open Image Denoise,an AI denoiser which runs on the CPU.
Uses an artificial intelligence algorithm to remove noise from renders.It is based on the OptiX acceleration engineand therefore has the same GPU requirements as rendering with Optix.
Denoising for the Rendered mode in the 3D Viewport can be enabled or disabled for with the checkbox.
Uses the faster available denoiser for 3D Viewport rendering(OptiX if available, otherwise OpenImageDenoise).
Uses Intel’s Open Image Denoise,an AI denoiser which runs on the CPU.
Uses an artificial intelligence algorithm to remove noise from renders.It is based on the OptiX acceleration engineand therefore has the same GPU requirements as rendering with Optix.
Sample to start denoising in the 3D Viewport.
Rendering Final Cut
Advanced¶
Seed value for integrator to get different noise patterns.
Changes the seed for each frame. It is a good idea to enable thiswhen rendering animations because a varying noise pattern is less noticeable.
Random sampling pattern used by the integrator.
Uses a Sobol pattern to decide the random sampling pattern used by the integrator.See Sobol sequence on Wikipedia for more information.
Uses a correlated multi-jitter pattern to decide the random sampling pattern used by the integrator.See this Pixar paperfor more information.
Uses a progressive multi-jitter pattern to decide the random sampling pattern used by the integrator.Its advantage is to provide a well distribution of samples over iterating sample counts.Because of its good distribution over a range of different sample counts,this sample pattern is used for Adaptive Sampling.See this Pixar paperfor more information.
Square the amount of samples.
Minimum number of light bounces for each path,after which the integrator uses Russian Roulette to terminate paths that contribute less to the image.Setting this higher gives less noise, but may also increase render time considerably. For a low number of bounces,it is strongly recommended to set this equal to the maximum number of bounces.
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 hair and volumes.
Probabilistically terminates light samples when the light contributionis below this threshold (more noise but faster rendering).Zero disables the test and never ignores lights.This is useful because in large scenes with many light sources,some might only contribute a small amount to the final image, and increase render times.Using this setting can decrease the render times needed to calculatethe rays which in the end have very little affect on the image.
When enabled, Cycles will sample all lights in the scene for direct bounces, instead of randomly picking one.Disabling this can improve the performance, but will need a lot of Samples, to clear up the render.
Visible only when using Branched Path Tracing.
Similar to direct light, but for indirect lights. This can reduce noise in scenes with many lights.
Visible only when using Branched Path Tracing.
When render layers have per layer number of samples set, this option specifies how to use them.
The render layer samples will override the set scene samples.
Bound render layer samples by scene samples.
Ignore render layer sample settings.
Now we have finished lighting and shading; we can move our camera into position ready for rendering. First, let’s add some depth of field to our camera. Create a locator and go to Display>Heads Up Display>Object Details. This will tell us how far the locator is from the camera. Move the locator where you want the focus of interest to be and make a note of the Distance From Camera value in the top right of the camera viewport.
Create a locator and position it where you want the focus distance
- Select your Render Camera and scroll down to the Arnold section in the attribute editor. Select Enable DOF and type in the distance from cameravalue for the locator into the Focus Distance.Increase the Aperture Size to see the effect of the camera depth of field. This is where Arnold and IPR shine as you can interactively adjust the depth of field with very fast results.
Set the Focus Distance to be the same as the Distance from Camera for the locator
Final Render
- Now we have finished test rendering our scene. It is time to increase the quality settings. Start off by selecting the Ai SkyDomeLight. In the attribute editor, increase the Samples to 3.This will increase the number of shadow samples in the scene, effectively smoothing out any shadow noise. The higher the number, the finer the result. However, you should be careful not to increase this value too high otherwise your render times will increase dramatically. If you are getting noise on the model, rather than the shadows you may need to increase the number of Diffuse Samplesin the Render Settings. Try increasing it to 3.
- Once you are happy with the depth of field, lighting, and shading, it is time to set off a final render. Open up the Render Settings Window and click on the Arnold tab. By default, you should see the AA Samplesis set to 3.This is good enough for test rendering, however, for our final rendering, we will want to increase this value. Depending on how much depth of field you have in the scene, you may need to increase this value to 7or higher. Render through your Render Camera and you are done.
Final AA Sample is set to 7 in the Render Settings
That concludes this tutorial.