WEBVTT

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Sampling is a setting for all three render engines in Blender at the moment, but in this

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video we'll be specifically talking about sampling in Cycles.

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You can argue that out of the three render engines, Cycles relies on sampling the most.

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The higher the samples, the more accurate the light calculations will be.

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But instead of explaining it, let's just demonstrate this real quick.

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If we go into our Cycles render engine, we can play around with these sample settings.

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For the sake of demonstration, let's bring the render samples down to something low.

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Let's say 10.

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Now we can render out a test image by going to the render menu and selecting render image.

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Or you can press F12.

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If you look very closely, you can see that the image is very grainy, and has a bit of

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noise.

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Now what I want to do is preserve this render so I can compare it to the new render I'm

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about to make with some tweaked settings.

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We can do that by simply changing the slot number.

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You can change your slot number by selecting a new slot from this drop down menu here,

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or pressing J, or any number on the number row.

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I'm going to go ahead and go to slot 2, which will save our previous render in slot 1 as

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we render a new test.

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So now we can go ahead and go to our sample settings again, and change it to 400.

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Now if we render it, you'll notice first of all that it will take a lot longer.

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This is the byproduct of increasing the number of samples.

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However the trade off is that our new render is much much smoother.

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There is very little noise and it looks and feels great.

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This is the difference between low samples and high samples.

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However not every person or project will be able to afford the longer render times for

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higher samples.

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So let's say if we absolutely have to render a project with lower samples that has noise,

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what would that look like?

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Well we can simply shorten our playback region to be about 10 frames or so and render out

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some tests.

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Let's bring our samples back down to 10 and hit ctrl f12 to render an animation.

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As you can see there is definitely noise in this animation.

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But there's something interesting about it because it's the same noise in every frame,

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even when the camera and objects are moving.

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This can be a bit jarring and very distracting in animations, but there is a value under

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the advanced options called seed.

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Seed is basically just another word for randomizer as it provides random algorithms that can

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be re-referenced with a seed index.

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But anyway, this seed is what drives the random pattern of our noise in our render.

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If you prefer not to have the same pattern of noise in every frame of your render, simply

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press the clock next to the seed value.

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Let's try the render again but with a different filename output to compare the difference.

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As you can see, the noise is now different for every frame, giving it a more natural

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look even if it's grainy.

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Now this is great, but ideally we still don't want any noise at all, but we still want to

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have short render times.

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Believe it or not, this is actually possible with the denoiser.

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Cycles actually comes with a denoising function that will help remove a lot of the noise left

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over from lower sample renders.

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This setting is not actually located in the render settings, but rather in the view layer

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settings.

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Simply go there and scroll to the very bottom to check the denoising checkbox.

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Naturally there are more settings under the denoising checkbox that you can tweak if necessary,

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but default settings work pretty great already.

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Sampling is a very important part of the Cycles workflow, and hopefully this video helps you

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understand it enough to get started with making your renders even better.

