Back after a long time. Very stressed and need to go to sleep so.. I'll make it short ^^; I am working on short animations with transparent backgrounds, in order to superimpose the clips over videos taken in real life. They'll be, maybe, a few seconds long. Most of them will only take over a small section of the screen, OR take over different parts of the screen (as in, the size will change). An object flying towards the screen and out of sight would start off tiny, then move to take over 1/3 of the screen, then disappear. See? Problem is, as you'd know, Blender renders the empty space (often over 95% of the screen), wasting tons of time. My PC is not the best. Rendering one frame at 1080p takes over 2 and a half minutes. (The test project I'm doing is 60 frames, but It could always get longer so.. I'd like to get a solution right now) If the object was stationary, I could just use the Render Region and be done with it. But it moves, which means I need to animate (keyframe) my Render Region! I've looked this up and there seems to be ONE person who actually made this possible, Markus from Blenderartists.org. He wrote a script that makes Render Regions keyframable, perfect for my issue. However, it seems to be outdated. Entering the script into Blender's Python console leads to a long sting of errors:  There seems to be an add-on on sale for $6~7 that does this, but that's a last resort. Are there any ways I can animate/keyframe a Render Region?
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This is a bit of a trick question. We know that HOLDOUT will subtract objects from renders. My question is slightly more elaborate. I had a render that I spent a fair amount of money on (render farm), only to find out that a material was set to the wrong settings. So I'm re-rendering the animation with every other object BUT the one I need using the HOLDOUT feature. However, Blender is crawling all over the rendering even though 80% of the frame is 100% transparent. I'd love a way to have Blender only render the area where the object exists. I know about setting a render area method, but the problem arises where I need the object to be in the EXACT location that its predecessor was that had the material problem, so rendering the entire 4k frame is very helpful for a clean overlay.
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Am learning Blender for video editing and having a great time with it (brain hurts a bit, though).   Have added the gamma cross effect to a project and it is all working beautifully, except ... as the fade in happens using the gamma cross, the frame rate drops to 25fps. The project is in 50fps.   All worked fine with no dropped frames at 50fps prior to adding the effect.   On Xubuntu-core 15.10 and Blender 2.74. GTX 970, 16Gb RAM and i7 6700.  TIA and just ask if any further info required.
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When rendering [in 2.80], I have discovered that video streams save much faster than rendering to PNG files. This is frustrating to me because I have learned that the safety of image frame rendering then compiling them is well worth it. But the difference between maybe one hour and days in rendering time isn't worth it, even considering the problems that may be encountered.   Q: Is there a faster format to use than PNG?
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I've made a simple animation in blender 2.81a and am now trying to render it.    My system specs: CPU i7-6500U; GPU Nvidia Geforce GTX 950M; RAM 16gb DDR4 So far, I've done two test renders (both in cycles):   8 samples, 8 light bounces, denoising on, 60fps (240 frames). Total render time was about 3 hours. Looking at single frames, they were flawless, but if you play the animation, you see that the denoiser is producing some kind of jitter (like in ). 256 samples, 4 light bounces, denoising on. I set the framerate to 24fps and used time remapping to maintain animation speed (96 frames). The jitter has become far less, but is still there. However, the time remapping made the animation look kind of not-fluent. So I figured that I probably need 512 samples to reduce the jitter and render at 60fps. However, this will probably take about 16 hours to render. Are there any other ways to   change the framerate without changing the animation speed? (except for manually repositioning keyframes) decrease general render time/reduce the jitter (aka denoising for animations) Thanks in advance!     Edit: I heard that Blender 2.83 and 2.90 (which is not yet oficially released) have improved the denoising system, e.g. AI-accellerated denoise, adaptive sampling and optix viewport denoising. Do any of these also apply to video or is there now any option for better denoising for animations?
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Sample frame:   Until EEVEE gets into an official version, I'm trying different settings to test a character animation I made in cycles. Just good enough to see the character and floor shadows. No need for it to be super sharp it's just a test. I need the floor to see how the feet land. Her eyes have no lens so there is no transparencies to worry about.  1920x1080 resize @ 50% if lower difficult to see any details.  Multiple importance off.  There is only the floor and the character with a gray background as a light source.  Renders = 7 samples.  GPU rendering with my GTX1060 3GB Tiles are maxed for GPU performance @480X270 = exactly 4 tiles per frame. I got 0.99 frames per second.   CPU i7 2600K Tiles are maxed for CPU performance @48X27 = exactly 40 tiles per frame. I got 0.94 frames per second.  What else could I check or uncheck to speed that up even more?
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Can Blender VSE do something like in this  ?   I have been looking on the net for motion trail effect, ghost effect, but cannot seem to find a way to do this.  Would I have to use a script to achieve this?  If so can someone please give me some pointers.   Kind regards, Reggie. Addition) I've found , with . Could this be modified in some way?
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I have a fairly complex scene that I would like to render in cycles. However, it is taking forever (as I expected). I have two computers (a laptop and a desktop-both are Windows 10, neither has a graphics card, and from within the last 3 years.) Is it possible to somehow take advantage of both computer's power to render the scene more efficiently?
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When I switch to render mode, they show up, and they show when pressing F12, but when clicking the 'Animation' button, nothing shows. If anyone knows how to help, please do.  Edit: I have enabled rendering using the cameras, still nothing.  Edit #2: What the, some how transferring all of the objects from layer 1-2 does the trick. I guess my camera was set up for the second layer even though it was physically in the 1st. Anyone like to explain?  For anyone who's really curious, :  Also, it may seem like having the animation length of 1 frame seem bad, but I've done that for other files and they work fine.
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I'm trying to make this simple smoke sim, but I just can't figure out what is going on. It feels like I have tried to change every setting from Domain resolution, high resolution, applying scale etc and nothing works. I'm rendering in Eevee (I tried cycles and get the same problem though). Also in Blender 2.81.
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I'm putting together a video from the VSE. In the sequencer window it is rendering and scrubbing at near realtime yet during output it is taking around 3x longer.   The frames are taking 0.13 seconds each whilst the CPU is only utilised around 20%. I am rendering onto an SSD and using H.264 format 1280x720. Tile size options etc appear to have no or very little effect.  In short - is there any method to speed up the rendering of frames from the VSE?
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I've stopped my animation that was rendering at 224 frames (out of 250) and I can't find a way to start rendering again from where i left off. I've been told to change the start frame (under frame range) to where I last left off but it just starts the render from the beginning (restricted to 224-225 frames). Please help, I just need a few more frames 😭
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after animating for a while,  my animation started to play very slowly in Blender, I have no idea why. It was playing very quick and smooth before but now it is very slow    A screenshot during one of the playbacks.
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When I'm using rendered viewport it initially takes a while before rendering starts, but once it does, I can freely move around and rendering a new view happens almost instantaneously. When on the other hand I'm rendering a movie, for each frame Blender takes a significant amount of time before rendering even starts, usually doing the following:  Synchronizing object, Updating images, Updating meshes, Updating Scene BVH, Packing BVH,  Why does it do this? And is it possible to disable this to increase movie rendering speed?
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I wonder which render engine is faster? I mean, you have 2 identical scenes and render it using BI and Cycles. Which image will be generated faster? What will be the time difference?  Do you know any site (please post a link) which shows the results of such comparison?
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For example, I'm looking to animate at 60 frames per second, but clearly my artist isn't going to hand-author 60 frames of art for every second of an animation clip and even if he could, it would only work properly in locked-timestep.  So given two successive frames in a sprite-based animation, I want to smoothly "interpolate" or "morph" between them at runtime to produce a smoother, and higher frame rate animation based on where the update time for the current frame lies between the two frames.  Another way to look at it would be to say that my animation is authored such that the frames occur at regular intervals, much less frequent then 60 FPS. Say I'm 30% between when frame N should appear and when frame N+1 should appear. I want to render an image that looks like it's a 30% the way through a smooth transition from the frame N image and the frame N+1 image.  , but am interested in other potential solutions I could look at for implementing this. Please do not recommend a tool as a solution.
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Intro:  Ok, so I'm new to blender and have looked all over the internet, and blender is not working as expected (and all the usual that seems to be the required greeting on this site...)  Question.  I can use masks created in the movie clip editor (or the UV/Image editor) in the compositor to combine elements.     How can I use masks to combine shaders and textures?  I could render the mask as an image sequence ,and plug the images as a texture in the material editor. But then every new adjustment  that has to be made in the mask means that the sequence has to be re-rendered. Not the best workflow. Masks being vectors have so many advantages over pixel based files, on top of that it is easy to rotoscope using tracking tools, also they are quite easy to animate and allow fine control when it comes to feathering.  Is there some python amazing script, animation node, add-on, or secret menu for the initiated that allows the mask information to be used interactively on the material editor?
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Yesterday I was working on a simple animation, an animated logo.   Here is an image of the progress:    I already have the animation working and everything is okay with the project, but I can't figure out how I can render the animation and turn it into an AVI format video.  How do I render an animation in Blender?