WEBVTT

00:01.030 --> 00:04.410
Welcome to lowering your cycles a render time.

00:06.090 --> 00:12.250
So looking at the cycles wonder engine we're going to have cycles cpq vs. g.p.

00:12.300 --> 00:19.470
It's important that you go through this process now so that you know which one is quicker and B how

00:19.470 --> 00:22.340
to set it up for your particular computer.

00:22.560 --> 00:26.310
So we're going to go through how to change your render settings.

00:26.310 --> 00:33.660
You will have to run multiple tests as we go through and different scenes will have different characteristics

00:33.660 --> 00:36.000
depending on their complexity.

00:36.300 --> 00:41.150
But in general all that will follow a similar pattern.

00:41.340 --> 00:44.300
So let's hop back on over into blender.

00:44.760 --> 00:49.960
So once you've saved your user preferences we can close down the user preferences window.

00:50.160 --> 00:54.240
And I'm going to expand these windows on the left hand side.

00:54.240 --> 00:59.070
Now the render tab is this one on the camera on the left on the properties panel.

00:59.460 --> 01:02.870
So once we've clicked that we have a series of options.

01:02.970 --> 01:07.600
And as we scroll down we can see there are lots of them to go through.

01:07.710 --> 01:11.780
And we're only going to go through the very basic ones at this point in time.

01:11.790 --> 01:14.640
First of all are we in cycles.

01:14.670 --> 01:15.360
No we're not.

01:15.360 --> 01:16.410
So let's change it.

01:16.410 --> 01:21.500
Because when you're using blender render the only thing you can use is you'll see you.

01:21.510 --> 01:23.660
It does not use the GP at all.

01:23.700 --> 01:27.340
So we switch that from Blender end to cycles render.

01:28.240 --> 01:30.560
We get a few other options.

01:30.760 --> 01:38.950
First of all device cpq or g.p you compute depending on which one you select will change which component

01:39.010 --> 01:41.970
blender uses to perform the rendering.

01:42.190 --> 01:45.080
So let's change that now to GP you compute.

01:45.310 --> 01:50.530
Now the two of the things we're going to pay attention to at this point in time is the dimensions of

01:50.530 --> 01:51.640
the render.

01:51.640 --> 01:59.090
Now this point we're only focussed on the resolution and by default it's set to 10 ATP or high def.

01:59.140 --> 02:03.910
Now we notice there's a slide underneath that says 50 percent so actually this is going to render 50

02:03.910 --> 02:05.970
percent of 10 ATP.

02:06.040 --> 02:10.550
So you can adjust that to get a good feel of rended times.

02:10.550 --> 02:15.610
If we rack up fall from 50 percent to 100 percent I think it's going to take about four times longer

02:15.610 --> 02:20.410
to do the render than if it's at 50 percent and it it'll be four times quicker if we knock that down

02:20.410 --> 02:22.440
to 25 percent.

02:22.480 --> 02:24.360
So let's scroll right down.

02:24.370 --> 02:28.240
There's one of the option that's very important that's under performance.

02:28.420 --> 02:33.610
If we open that up and scrolled down we have tiles.

02:33.640 --> 02:39.930
Now this is very important and will vary from card to card graphics card to graphics card or processor

02:39.930 --> 02:41.280
to processor.

02:41.290 --> 02:49.080
So x and y settings play about those and we'll find that some things take longer than others.

02:49.240 --> 02:54.400
So let's leave it at 64 64 and render up this cube here.

02:54.820 --> 02:57.400
So let's go to render and render image.

02:57.490 --> 02:58.300
And there we go.

02:58.300 --> 03:04.420
It's rendered it out and we can see the time at the top here is just over one second.

03:04.420 --> 03:12.010
Now this cube is rather basic So we cant really do any testing with it because the render times are

03:12.010 --> 03:15.280
just going to be around one second whatever we pick.

03:15.280 --> 03:23.260
So what I'd like you to do is go to the section assets and open up the BMW files.

03:23.260 --> 03:26.480
So let's go and open up our section assets now.

03:27.230 --> 03:27.980
So here we go.

03:27.980 --> 03:31.320
BMW twenty seven blend.

03:31.520 --> 03:37.250
If you open that up you should end up with something like this on your screen and it's got a convenient

03:37.280 --> 03:40.700
notepad remember to save the file as you go.

03:40.700 --> 03:47.270
Now the person that set the scene up we can see that they used an Intel seven three point eight gigahertz.

03:47.510 --> 03:55.220
That's They've got a g force GTA 770 and they've noted the times beneath using the GP you and s.p. you

03:56.150 --> 04:00.050
now feel free to explore around our scene.

04:00.140 --> 04:05.390
We can see how it's constructed and we'll be doing a similar thing later on in fact we zoom out.

04:05.570 --> 04:12.430
We can see that this is all these two cars are in a bowl of sorts and there's a couple of cameras all

04:12.440 --> 04:18.160
set up when you go to render your image up the top here with render render image of it.

04:18.200 --> 04:23.170
F 12 or indeed there's a button under render on the properties here.

04:23.300 --> 04:27.920
When you hit render you can see it starts building our scene.

04:27.920 --> 04:33.590
First of all because it's much more in depth and then it starts rendering.

04:33.590 --> 04:36.270
Now we're on g.p you computer.

04:36.290 --> 04:44.000
And if we scroll down the dimensions are set to 50 percent of 10 ATP which is fine you want to leave

04:44.000 --> 04:47.690
it at that for these tests on performance.

04:47.690 --> 04:52.850
We can see that the tiles size is currently set to 128 by 128.

04:52.850 --> 04:58.280
Now I'm not going to sit here and wait for the whole thing to render out as we can see on the top here

04:58.280 --> 05:01.450
it's predicting about 12 minutes in total.

05:01.460 --> 05:10.730
However if we change vs here the x and y you see that what the impact of that is so this tile size refers

05:10.730 --> 05:14.900
to how many pixels by how many pixels were actually rendering at.

05:14.900 --> 05:18.680
So if I cancel the Render with this little cross on the info head up.

05:19.660 --> 05:23.690
And change this to 12 by 5 12.

05:23.800 --> 05:29.830
You see that it renders a much larger area at once so it needs to build the scene first and do some

05:29.830 --> 05:31.390
calculations.

05:32.120 --> 05:37.180
Oh we can see it's building up this large area here and it's doing that all at once.

05:37.190 --> 05:44.800
Now depending on the settings your graphics card all s.p. you will render at different times.

05:44.870 --> 05:51.650
In general these numbers are larger with graphics cards and smaller with s.p. Use If I go up to our

05:51.660 --> 05:57.700
asses GP you compute and switch that to see you stop the current render.

05:58.650 --> 06:07.770
And then scroll back down and perhaps put this at 64 by 64 so slightly smaller than it was before and

06:07.770 --> 06:12.480
hit the render key F 12.

06:12.480 --> 06:20.750
You'll notice that I have after it's built one two three four five six seven eight squares.

06:20.880 --> 06:27.260
So it's doing 8 renders out once whereas the GP does one at once.

06:27.330 --> 06:35.160
So here that is because I have a four core processor that's got hyper threading So it acts as if it's

06:35.160 --> 06:38.720
got eight cause us able to do eight things at once.

06:38.730 --> 06:44.930
In general the faster cpq renders other ones that can utilize the whole of the processor.

06:45.090 --> 06:47.440
For the longest time.

06:47.490 --> 06:54.760
So if we set this whole scene up at 12 by five 12 for instance or even bigger than that.

06:54.930 --> 06:58.840
If we set it up to a thousand.

06:58.860 --> 07:00.980
Well let's do the Fall Reds.

07:00.990 --> 07:02.690
I've got those the wrong way round.

07:02.700 --> 07:05.300
I do apologize but I want half of those.

07:05.300 --> 07:09.270
So 540 and 9 6.

07:09.290 --> 07:11.240
The I think of my maths is right.

07:11.370 --> 07:13.500
So that'll render the whole scene at once.

07:13.620 --> 07:17.670
But instead of using all eight cores Let's stop the render instead of using all eight.

07:17.670 --> 07:24.780
Cause if I go and render this image it will just literally use one core.

07:24.870 --> 07:32.610
We got the orange borders of there and it will be rendering it only using one call which is not very

07:32.610 --> 07:33.710
efficient.

07:35.020 --> 07:36.630
OK it's Challenge time.

07:36.650 --> 07:40.810
I'd like you to get to your best render time if you haven't done already.

07:40.810 --> 07:49.150
Please open up the BMW 27 dot blend file from the outset pack and I'd like you to perform multiple renderings

07:49.150 --> 07:58.660
with the GP you and see you leave the render at 10 ATP at 50 percent and only adjust the tyre or size

07:58.900 --> 08:01.660
to see the effect on render times.

08:01.660 --> 08:07.780
So you have to get a pen and paper or a spreadsheet out and record the times or indeed a good record

08:07.820 --> 08:13.990
in the little notepad that's conveniently placed in the lower right hand side of this blender file.

08:14.230 --> 08:22.390
Now do that several times and post your best render time s.p. you or GP and the tiles size in the discussions.

08:22.420 --> 08:29.050
Just a word to the wise before you go off and do that if at any point you think that the time is going

08:29.050 --> 08:36.580
to be astronomically high and then I would recommend stopping the render and changing the tile size.

08:36.580 --> 08:44.080
In general the GP use will do better with larger tiles sizes and CPS will do better with smaller but

08:44.080 --> 08:47.660
that will vary depending on your particular hardware.

08:47.950 --> 08:50.730
So Paul as a video now and give that a go.

08:52.050 --> 08:53.270
Welcome back.

08:53.280 --> 08:55.600
Let's hop over into blender.

08:56.010 --> 08:58.480
So we left our scene like this.

08:58.480 --> 09:02.950
Now I'm not going to bore you all with the rendering times at the moment.

09:03.090 --> 09:08.160
I've already gone off and done that whole so I'm going to open one of the files I've been working on

09:08.550 --> 09:12.000
which is the BMW 27 render times.

09:12.260 --> 09:16.020
So how did I fare on my computer.

09:16.270 --> 09:21.210
So I'm just going to pull this out completely as you can see I've done lots and lots of tests on my

09:21.210 --> 09:22.080
computer.

09:22.140 --> 09:26.910
Now I've gone all the way from 16 by 16 all the way up to 512 by five tough.

09:27.030 --> 09:32.190
You don't have to have these particular numbers by the way they don't have the match as you can see

09:32.190 --> 09:33.600
reds matched underneath.

09:33.600 --> 09:39.680
These are direct divisions of the resolution that were rendering to.

09:40.140 --> 09:44.880
So here we have 16 by 16 you can see it takes up to 52 minutes.

09:44.880 --> 09:52.860
I actually did not wait for that one to render 32 by 32 it gets down to 30 minutes 8 minutes 7 minutes

09:53.270 --> 09:57.860
7 minutes 23 7 a half 723 So that looks like that one.

09:57.900 --> 10:01.710
There was the fastest that the GP was going to render.

10:01.830 --> 10:04.110
Now we can see that I got is even lower.

10:04.110 --> 10:10.440
When we had a rest matches just because this happens to be closer to the ideal value for both my graphics

10:10.440 --> 10:15.500
card and this particular scene I've made a couple more notes here.

10:15.510 --> 10:21.310
When it comes to the CPM skill to pull that out so we can read my drivel.

10:21.420 --> 10:22.680
Let's just.

10:23.400 --> 10:27.090
Pull that down so you guys can read what it says as well.

10:27.300 --> 10:36.510
Okay so s.p. you time it looks like as you can see here five high 12 for cause we utilize briefly and

10:36.510 --> 10:39.000
then a rapid drop down to two cause.

10:39.060 --> 10:43.410
So my max utilization on the Mac is eight hundred percent.

10:43.410 --> 10:47.600
That's for cause with four hyper threading units running at once.

10:47.790 --> 10:53.160
So 100 percent would be one core and eight would be the eight cores in total.

10:53.220 --> 10:58.840
So the longer the whole process can be utilized the faster the render.

10:58.860 --> 11:05.820
So here we have eight by eight done in four minutes and 10 seconds so the first thing to note here is

11:05.820 --> 11:13.650
that my See you on this particular scene is significantly faster than the GP you so I will probably

11:13.650 --> 11:17.560
have cycles using the s.p. all the time.

11:17.580 --> 11:26.190
Now if you imagine if this was one so one frame that you were rendering of a let's say 24 frames per

11:26.190 --> 11:32.160
second and it was just a 10 second clip or what does that work out to be.

11:32.360 --> 11:33.870
I can spell calculator.

11:33.870 --> 11:34.680
There we go.

11:34.680 --> 11:39.830
So let's just call it four and a half minutes because it will differ.

11:39.870 --> 11:42.290
It may get more complex or more simple as it goes.

11:42.300 --> 11:48.150
But four and a half minutes would be a good one times 24 so that's how many minutes it's going to take

11:48.150 --> 11:50.700
to do one second.

11:50.700 --> 11:57.480
A hundred and eight minutes to do one second of video of animation.

11:57.480 --> 11:59.220
This particular resolution.

11:59.370 --> 12:01.810
And that's not even 10 gtp Wow.

12:01.860 --> 12:03.370
That's a lot.

12:03.390 --> 12:06.520
So let's have a look at the Reds match.

12:06.540 --> 12:09.250
And as you can see there's no real benefits from going this high.

12:09.390 --> 12:18.540
So in this case the eight by eight s.p. tiles on the s.p. was the well known 16 by 16 was the fastest.

12:18.600 --> 12:25.890
Now these three here are actually all within the margin of error even 64 by 64 I'd say.

12:25.950 --> 12:32.370
If you run these tests again and again you'll probably find that these three are pretty much the same

12:32.430 --> 12:34.020
across the board.

12:34.020 --> 12:40.410
So eight by eight to six to 32 by 32 It seems to be the ideal position for this.

12:40.410 --> 12:45.720
Now on the blender website if I can just take you to the blender website here.

12:45.960 --> 12:48.520
Blender dot org.

12:48.570 --> 12:50.440
Leave the page there.

12:50.640 --> 12:50.960
Okay.

12:50.970 --> 12:57.240
When we go to the downloads area there is a series of demo files and that's where we've got the BMW

12:57.240 --> 12:59.270
benchmark file from.

12:59.520 --> 13:04.920
And I've opened up fishy cat as well and run it on that and the class from the class class room is incredibly

13:04.920 --> 13:05.930
intensive.

13:06.180 --> 13:10.130
So when we recommend using that one is just a quick render test.

13:10.400 --> 13:11.740
Now a fishy cat itself.

13:11.750 --> 13:13.330
I've done that one as well.

13:13.440 --> 13:17.650
And he was the little mascot of the last version two point seventy four.

13:17.850 --> 13:22.870
So if we go back into blender and I open up my fishy cat render.

13:24.590 --> 13:27.220
We can see that a similar thing happens.

13:27.230 --> 13:29.590
Let's just pull this open here.

13:29.600 --> 13:38.000
I haven't done all of these but as you can see on the GP you it runs the best time there is here in

13:38.000 --> 13:40.540
the same place it was last time I believe.

13:40.940 --> 13:44.530
And we can see that this lot here all within the margin of error.

13:44.540 --> 13:48.100
Any way it could quite as easily flicked between the two.

13:48.110 --> 13:49.460
Maybe not this one here.

13:49.490 --> 13:57.530
Not quite sure but see you times we can see that in this case 32 by 32 happens to be the best.

13:57.530 --> 14:03.920
So again these are all pretty much within margin of error eight by eight in this case was outside of

14:03.920 --> 14:10.610
that but these three here 16 by 16 to 64 by 64 my s.p. You were the fastest.

14:10.610 --> 14:14.780
Now you may not think oh well that's a few seconds difference.

14:14.780 --> 14:23.060
But again if you're doing an animation where you've got 25 renders per second I mean that's really the

14:23.060 --> 14:24.620
minimum you'll be working too.

14:24.770 --> 14:28.360
If you wanted 60 frames per session it's going to be a very long wait.

14:28.460 --> 14:32.300
Those few seconds add up to huge magnitude.

14:32.300 --> 14:37.940
So after that you've done this what I would like you to do of course if you haven't done already is

14:37.940 --> 14:44.000
post your best friend time to the discussions I really want to see what type of hardware you've got

14:44.780 --> 14:50.900
whether you've used your GP or see you the tile size you've used and how quickly you managed to render

14:50.900 --> 14:55.580
out that BMW would be great to see the differences in the technology.

14:55.610 --> 15:00.210
Now it's also very important this point again to highlight the render time.

15:00.380 --> 15:06.680
As you can see six minutes is quite a long time to wait for something to come out.

15:06.680 --> 15:14.960
However if we go back to the BMW we were working on you'll notice as you start rendering the image and

15:14.960 --> 15:17.060
was going to switch just to see you.

15:17.270 --> 15:24.760
And we know from my tests that actually around 16 by 16 is going to produce the best results.

15:24.830 --> 15:30.030
If I now go and render this whole buzz away in the background.

15:30.200 --> 15:37.940
But you can see that you can get a relatively good idea of how it's going to be rendered by just zooming

15:37.940 --> 15:38.380
in.

15:38.570 --> 15:41.440
And if that wasn't good enough that's the final thing there.

15:41.450 --> 15:44.770
Well it's not actually the final if you follow it through right to the end.

15:44.860 --> 15:51.690
You will spot there was a bit of compositing where a light appears as well on us seen but there we go.

15:51.740 --> 15:59.660
You should now be able to set up a blender to render cycles as quickly as it can on your particular

15:59.660 --> 16:00.920
computer.

16:01.130 --> 16:03.710
And I will see you in the next lecture.
