sampling is a setting for all three render engines in blender at the moment.
But in this video will be specifically talking about sampling and cycles.
You can argue that out of the three
render engines cycles relies on sampling the most,
the higher the samples, the more accurate delight calculations will be.
But instead of explaining it, let's just demonstrate this real quick.
If we go into our cycles render engine
we can play around with these samples settings.
For the sake of demonstration. Let's bring the render samples down to something low
let's say 10.
Now we can render out a test image by
going to the render menu and selecting render image.
Or you can press F12 if you look very closely you can see
that the image is very grainy and has a bit of noise.
Now what I want to do is preserve this render so I can compare it to the new render.
I'm about to make with some tweaked settings.
We can do that by simply changing the slot number.
You can change your slot number by selecting a new slot from this drop
down menu here or pressing J or any number on the number row.
I'm gonna go ahead and go to slot to which will save
our previous render in slot one as we render a new test.
So now we can go ahead and go to our sample settings again and change it to 400.
Now if we render it you'll notice first of all that it will take a lot longer.
This is the byproduct of increasing the number of samples.
However the trade off is that our new render is much much smoother.
There is very little noise and it looks and feels great.
This is the difference between low samples and high samples.
However,
not every person or project will be able to
afford the longer render times for higher samples.
So let's say if we absolutely have to render
a project with lower samples that has noise,
what would that look like?
Well,
we can simply shorten our playback region to be about
10 frames or so and render out some tests.
Let's bring our samples back down to 10 and hit control F12 to render an animation
as you can see there is definitely noise in this animation
but there's something interesting about it because it's the same noise
in every frame even when the camera and objects are moving.
This can be a bit jarring and very distracting in animations
but there is a value under the advanced options called seed
seat is basically just another word for randomizer as it provides
random algorithms that can be re referenced with a seed index.
But anyway, this seat is what drives the random pattern of our noise in our render.
If you prefer not to have the same pattern of noise in every frame of your render,
simply press the clock next to the seed value.
Let's try the render again but with a
different file name output to compare the difference
as you can see.
the noise is now different for every frame, giving it a more natural look,
even if it's grainy
now, this is great. But
ideally we still don't want any noise at all,
but we still want to have short render times believe it or not.
This is actually possible with the D noise er
cycle's actually comes with a Denoix zing function
that will help remove a lot of the noise left over from lower sample renders.
This setting is not actually located in the
render settings but rather in the view layer settings
simply go there and scroll to the very bottom to check the D noise in check box
naturally,
there are more settings under the d annoying
check box that you can tweak if necessary,
but default settings worked pretty great.
Already
sampling is a very important part of these cycles workflow and hopefully this video
helps you understand it enough to get started with making your renders even better.