WEBVTT

00:00.120 --> 00:03.090
Welcome to cycles versus blender render.

00:03.090 --> 00:09.990
In this video we're going to go over how blender end is generally quick and you get a reasonable result

00:10.110 --> 00:11.160
quickly.

00:11.160 --> 00:14.870
It's as simple as that and it uses only your s.p. you.

00:14.870 --> 00:17.920
That's a central processing unit in your computer.

00:18.060 --> 00:24.600
Now cycles itself is a physical based renderer and is accurate but it does take longer.

00:24.600 --> 00:31.290
It is designed for GP use which is a graphics card essentially but runs fine on s.p. Use as well and

00:31.290 --> 00:38.490
we'll go in later on how to configure these to be better and render a little more quickly.

00:38.580 --> 00:40.710
So why are we using cycles.

00:40.710 --> 00:44.210
Well we are using cycle since we are modelling a lamp.

00:44.220 --> 00:44.990
It's a light.

00:45.000 --> 00:51.070
It's a great time to introduce you guys to cycles and the two are not crops compatible.

00:51.090 --> 00:56.190
Okay so there's no real switching between the two and expecting what you've done in one to come across

00:56.190 --> 01:02.200
to the other that is important to know at this stage so you can use other renderos too.

01:02.220 --> 01:07.980
If you have access to them but we won't be covering these in detail some of the supported renders we

01:07.980 --> 01:11.790
can have a look at if we quickly hop over to the blender website.

01:12.940 --> 01:15.090
So here we are on the blender website.

01:15.100 --> 01:22.260
If we go to I believe it's under download and external renderos we can see there's a list of other render

01:22.260 --> 01:31.570
us that do work directly with lend themselves things like vra and octane also work but they're not listed

01:31.600 --> 01:33.430
on this list at the moment.

01:33.430 --> 01:34.440
So there we go.

01:34.440 --> 01:39.760
There's a series of I'm going to stop scrolling up and down randomly there's a series of external renders

01:39.760 --> 01:45.190
that if you already have access to you may want to use they all have their own pluses and minuses as

01:45.220 --> 01:45.900
well.

01:45.980 --> 01:47.800
And that's always worth bearing in mind.

01:47.890 --> 01:50.980
So none of those are absolutely perfect.

01:50.980 --> 01:52.450
So render time differences.

01:52.450 --> 01:54.430
This is an important consideration.

01:54.580 --> 02:01.010
I will be showing you in a few moments three clips of a four second bowling ball animation.

02:01.040 --> 02:03.360
I mocked up a while ago.

02:03.400 --> 02:09.790
A couple of weeks ago now the blender ender itself came to only two minutes for that 4 second clip.

02:09.790 --> 02:15.370
Now that's quite quite a long time to wait for four seconds but I think it was 30 frames a second.

02:15.430 --> 02:23.560
It was actually doing 120 renders in that time a basic cycle's render Well that took 15 minutes and

02:23.560 --> 02:27.290
a thorough wrench cycles render took four hours.

02:27.430 --> 02:32.950
So you can see immediately how being lean with all of this will help massively.

02:33.310 --> 02:35.920
Especially if you're doing a thorough render towards the end.

02:35.920 --> 02:39.970
You don't to spend four hours only to find something wasn't working properly.

02:39.970 --> 02:45.920
It would be better to do a basic cycles render at some point rather than go for the full one and then

02:45.920 --> 02:48.810
when your happy bumping up and doing the fall one.

02:48.850 --> 02:51.120
So I quickly show you that video now.

02:52.110 --> 02:53.590
But here we have blender end.

02:53.750 --> 02:59.960
And as you can see it's a relatively good mock-up straightaway skipping straight into these cycles a

02:59.960 --> 03:04.800
low pass there we get a relatively grainy and horrible result.

03:04.810 --> 03:11.210
So here's a reminder of the blender render and then if we skip straight over into cycles again.

03:11.210 --> 03:16.520
But this time spending a lot more time on the render we get a very polished model.

03:16.590 --> 03:18.730
So what's the solution here.

03:18.720 --> 03:24.330
Well neither really is a blender Ender is great for getting stuff out quickly that whole scene.

03:24.400 --> 03:25.850
Was only four seconds long.

03:25.850 --> 03:28.790
Took about two minutes to render something like that.

03:28.790 --> 03:36.350
The cycles the very basic grainy one took almost 15 minutes to render the blender render again back

03:36.350 --> 03:37.090
down to minutes.

03:37.130 --> 03:41.270
And that really polished one we can see the end frame here of it.

03:41.510 --> 03:46.540
Well that takes a silly amount of time that took nearly four hours.

03:46.850 --> 03:48.770
Now is that worth it.

03:48.770 --> 03:51.010
Probably not in this case.

03:51.030 --> 03:56.060
Now the main thing that's going to determine your render speed is your machine specs.

03:56.060 --> 03:58.760
So let's have a look at the s.p. you at the moment.

03:58.760 --> 04:04.300
Now just like graphics cards there are going to be a lot of different machine specifications that are

04:04.310 --> 04:08.630
going to vary massively across every one of you guys taking the course here.

04:08.630 --> 04:14.810
The simple rule is the more cause you have and the higher the frequency of your cpq the better.

04:14.810 --> 04:21.410
So if you've got an eight core for gigahertz processor it's going to be faster than a dual core three

04:21.410 --> 04:22.660
gigahertz process.

04:22.670 --> 04:29.300
Simple as that you are unlikely to hit any memory limits when using s.p. rendering because of your system

04:29.300 --> 04:33.950
runs out a memory often goes onto virtual memory but we won't delve into the details of that at the

04:33.950 --> 04:40.970
moment as it is important at this point to know that you cannot use s.p. you and GP rendering at the

04:40.970 --> 04:44.830
same time in the same instance of Blender.

04:45.620 --> 04:51.680
So your machine specs again but this time focus on the graphics card so end video cards any that support

04:51.710 --> 04:59.390
what they call Khuda which any modern and video card is going to do hci a cars.

04:59.480 --> 05:04.100
The support has started in blender two point seventy five but it's not complete.

05:04.100 --> 05:10.700
And you may have memory issues if you're using a graphics card AGP you and the simple reason for that

05:10.700 --> 05:15.000
is some cards just don't have as much RAM as your computer would.

05:15.050 --> 05:19.070
A lot of cards may have one or two gigabytes and you may be sat with a computer that's only got one

05:19.070 --> 05:21.870
or two but it can switch over to the virtual memory.

05:21.900 --> 05:26.570
However if it runs out of memory on your graphics card that's it can't do anything it's just run out

05:26.600 --> 05:27.980
of memory and will fail.

05:28.070 --> 05:30.700
If in doubt at all you are having trouble.

05:30.710 --> 05:38.350
Remember you can switch to see Q rendering at any point so that concludes this round of cycles vs. blender

05:38.360 --> 05:39.250
render.

05:39.260 --> 05:42.980
Now there's no reason to not use either one of these.

05:42.980 --> 05:49.510
It all depends on the application you're going to be using it for as they are interchangeable not not

05:49.580 --> 05:55.940
as in switchable between one another but you can use a blender render to work out a scenes animation

05:55.940 --> 06:01.850
quickly or mock it up really quickly get it out there to the person you're working with or even yourself

06:01.880 --> 06:03.920
to make sure that it is what you want.

06:03.920 --> 06:11.210
Before then going back and manipulating the same meshes using cycles to make a much more realistic render

06:11.210 --> 06:17.600
you can do a mix of them both in this section we are using cycles and then the next few lectures will

06:17.600 --> 06:26.720
get blender set up so it can use cycles as well and will also compare cpq vs. g.p you for your particular

06:26.720 --> 06:29.300
machine so you know which one is quicker.

06:29.300 --> 06:33.430
However that's it for now and I will see you in the next lecture.
