Input PassesĬontrols which Render Pass the denoiser should use as input, Sample to start denoising in the 3D Viewport. OpenImageDenoiseĪnd therefore has the same GPU requirements as rendering with Optix. ( OptiX if available, otherwise OpenImageDenoise). Uses the faster available denoiser for 3D Viewport rendering Viewportĭenoising for the Rendered mode in the 3D Viewport can be enabled or disabled for with the checkbox.
It is based on the OptiX – NVIDIA acceleration engineĪnd therefore has the same GPU requirements as rendering with Optix. Uses an artificial intelligence algorithm to remove noise from renders. Open Image DenoiseĪn AI denoiser which runs on the CPU. The Data Render Passes also adapt to the selected denoiser. Render (визуализация)ĭenoising for the final render can be enabled or disabled with the checkbox.įor denoising the image after rendering with the Denoising node, Denoising ĭenoising removes noise while previewing scenes in Rendered mode in the 3D Viewport or for final renders. When set to 0 (default), it is automatically set to a value determined by the Noise Threshold. The minimum number of samples a pixel receives before adaptive sampling is applied. Setting it to exactly 0 lets Cycles guess an automatic value for it based on the total sample count. Typical values are in the range from 0.1 to 0.001, with lower values meaning less noise. The error threshold to decide whether to continue sampling a pixel or not. Then render samples can then be set to a high value,Īnd the renderer will automatically choose the appropriate amount of samples. This is done by settings the Noise Threshold, typical values are in the range from 0.1 to 0.001. With adaptive sampling it is also possible to render images with a target amount of noise. With adaptive sampling Cycles automatically reduces the number of samples in areas that have little noise,įor faster rendering and more even noise distribution.įor example hair on a character may need many samples, but the background may need very few.
The time limit does not include pre-render processing time, only render time. The sample count is used to determine when the render stops. Renders scene until time limit or sample count is reached. Setting this value to zeroĮnables indefinite sampling of the viewport. Number of samples for viewport rendering. To find lights and surfaces emitting light,īoth indirect light sampling (letting the ray follow the surface BSDF)Īnd direct light sampling (picking a light source and tracing a ray towards it) are used. Rays are traced from the camera into the scene,īouncing around until they find a light source such as a light, an object emitting light,