I'm an absolute beginner, i've installed blender just some days ago, but i got some basics from other software and my background. So, my GPU seems too old, it's not that fast and sometimes crashes so i'm rendering on CPU got an i7 put to 6 thread so i can use the PC while it render (i mostly write code, so nothing intensive)... But the render is taking ages   So i've read some articles on how to tweak to render faster, but the results aren't that good, the scene seems waaay darker and i loose lot of color from the environment, the scene is an interior, geometrically speaking easy.  But a nightmare in terms of lighting and textures, all the materials use the new shader and procedural textures... Can i have some advice ? should i just turn down some settings? How do i balance what i turn down ?  And at least...  Why so noisy ? after 3 hours, more than 200 samples i was expecting something more... clear... at the original resolution is way more noisy
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I am currently using Sheep It! to render my blend (built on v2.68c) on multiple computers, and I noticed something rather strange. According to the log on-site, the frames rendered from other people's blends were completing in 3 to 4 minutes. This was on an 4 core i5. My main rig (with an 8 core i7) was completing frames in no less than half an hour. How is this possible?  To clarify, these people's frames are very complex, often with very detailed textures. I have 2 objects in my blend. Below are the options I changed for my blend:   Aspect Ratio: 1000px x 1000px Output: PNG Clamp Indirect: 0.98 Render Sampling: 128 Min Light Bounces: 0 Max Light Bounces: 4 Cycles Render   Is there something in there that I should change to make it go faster? I can't really comprehend how it's going to quickly.  EDIT: To answer what @Duarte asked...   System Specs: i7-920, 3GB DDR3, GT 630, Windows 10 I have two circles, extended to form a sort of coin with a star on it. It is not complex at all. I have Firefox and Steam running in the background, but not actively. I've been away from the computer for 8 hours and noticed this behavior. (I am running Blender from Steam.) I made sure when I began rendering that the blend was set for CPU rendering.          And to answer what @pycoder asked, yes, I am using Cycles Render.
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I'm making a game in the unity engine and for my models i'm using blender 2.6. The thing is that i'm pretty new to graphics design (modeling, sculpting, etc) and by following some tutorials i've managed to make some very high poly meshes for my characters with the sculpt editor, the meshes have about 1.5M - 2M faces and of course a game character should be less than 30K faces so the game runs smoothly with good optimization on an average pc.  my question is how do i translate the details of the high poly stuff to low poly meshes (7k - 30k faces), i've heard about uv unwrapping and stuff but i'm not sure what is the process to follow.  i don't mind if the recommendation is very hard and for advanced users because the primary thing i want to do with this, is to learn.
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So I made a 3d model of a sword, and when I try to render it, the program automatically smooths everything out.   Basically, I looked around online, and made sure everything smoothing related discussed there was turned off, and they all were, what should I do?
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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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For some reason Blender does not use my GPU when rendering, even though I have my card selected in the user preferences   When I render, my CPU usage goes up to 100% and MSI Afterburner shows no increase of GPU usage. It also doesn't show an option to change my compute device in the system area or whatever   However, when I switch to Cycles Render, it gives me the option to use my GPU, but not when I am in normal Blender Render. Is there a way to fix this or is it set like this for some reason?
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So I'm at that step where I am finally ready to Render my first big project. Aaaaaand it's been stuck on the first 4 tiles for the last 2 hours?   I am using a MacBook Pro Processor: 2.5 GHz Intel Core i5 Memory: 4 GB 1600 MHz DDR3 Graphics: intel HD Graphics 4000 1024 MB  (I include these because I have no idea what affects a computers ability to render but I assume it's one of them, most liekly the graphics card).  So anyways here are the pictures, as you can see I played with changing the resolution, the sample size and the max steps to see if I got different results but it just keeps getting stuck at those 1st four tiles. I've rendered a few other small projects successfully but this was my first time changing some values. I assume i've managed to accidentally change the wrong values and thats causing some conflict thats either stopping the render itself or is making it just too much for my computer.  My goal was the render this particular picture at a good enough resolution and clarity that it could then be made into a poster. So i wanted the resolution to be good and the sampling to be high.       Since writing this there has been no change to any of the numbers at the top of the render result (the time left, etc)
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When I render in Cycles it turns into solid white.  I've spent the past 2 hours researching the answers to this online, mostly through this Blender Stack Exchange.    1.) All my layers are turned On 2.) My World is not emitting anything, it's just black. I have my camera facing the model (as you can see in the screenshots).   And after messing with it some.. it now renders in solid static (as seen in screenshots). Trying to upload the file now to tiny upload.. so hopefully during this weekend someone can figure this out for me. Ugh!!.. lol. Thanks so much!
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I have a scene of an office. It has chairs, tables, computers, and so on. I would like to know how I can render this scene faster as I am planning to make animation inside the office and don't want the render to take forever. I know of sampling, resolution and most things in render settings. I have also heard of render passes or rendering using layers.
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I've been experiencing loads of crashing while rendering lately, and after doing some testing I've finally isolated it to the GPU rendering. As soon as I change to that from CPU, blender goes down. This is odd, because I did a whole project (cgmastersnet Corvette course) with it on and had zero crashes. I have not updated Blender since then.   I found a thread about this on blender.org ->    They seem to be saying it could be an issue with MacOS High Sierra  (I am not running High Sierra, I am running Mojave 10.14.) This is my system:  Model Name: iMac Model Identifier:   iMac14,2 Processor Name: Intel Core i5 Processor Speed:    3.2 GHz Number of Processors:   1 Total Number of Cores:  4 L2 Cache (per Core):    256 KB L3 Cache:   6 MB Memory: 32 GB Boot ROM Version:   IM142.0130.B00 SMC Version (system):   2.15f7 Graphics card: GeForce GT 755M   And this is my Blender  2.79 - 2017-9-11   I'm wondering if others have solved this issue. I'm confused on what might have changed (other than the project - which is far simpler than a corvette).   I tried removing any recent add-ons I have used in the past few weeks, saved prefs and restarted, but the crash still happens.   Not sure what other info I can provide, please let me know. For now seems I am stuck with CPU rendering, which is a bummer.
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I am not asking for a solution to speed it up, i simply want to know how long it should take!  I would also like a way to speed it up but not something technical, im new to Blender!
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I'm doing a Blendercookie course on how to sculpt a Scifi weapon with dyntopo. The fact is that when some piece reach a certain level of compleiity (about 1.1 million tris) the systems starts to lags too much and is so frustrating.  I've tried the several options:   Disable double sided lighting Enable VBO    I've so also reduced the topology of hidden faces. But that´s how far I've reached.  I'm using a late Imac Intel I5 Nvidia GPU GTX 680mx  any tips out there?
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I'd like to be able to render in cycles without the annoying tile system, just letting Blender keep working on the overall image, until I like the way it looks. Just like when I hit shift+Z, with preview samples set to zero. Is there a way to do this?
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After reading some articles on blender speed, I see that using CUDA enabled GPU computing will be of help in rendering.   I am trying to stitch a shirt on human .obj file. For that I bake 60 frames for it to fall on the human correctly. It takes about 20 seconds for the bake. I'd want to host it real time.  youtube link of the same :   Can I use GPU computing to reduce the bake time just like rendering time ?
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I need to render a very computer-intensive scene using cycles and for some reasons, I decided to use my home computer (i5 3.30 Ghz, 10 GB RAM, 2TB Hard Drive) to render it. However, the problem is that many people needs to use this computer. So, being generous and feeling responsible, I want to know whether there is a way to configure blender so that it uses only half of the total CPU. (Currently, it is using 100% all the time).   Thanks!
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I am using Blender 2.77 and an R7 250 GPU on Windows.  Compute Device >> OpenCL (Oland).  OpenSubdiv >> (Tested with all).  Device >> GPU Compute.
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The Cycles render engine can render both on the CPU and the GPU. I often render over-night so I do not need my computer to be responsive.  Is it possible to render with Cycles using both the CPU and GPU? If not, are there any other workarounds that maximize the hardware's potential?       This question here:  focused on single frames optimisation.
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Update  As of 2.76 there is a .    In Blender Internal there was an option to turn this off (called )  Is there a way to do this with Cycles? I know you can just scale your textures up with a transparent background, but you end up with textures much bigger than they need to be.  Is there a way to this, and if not, why not?