I'm trying to render an image at 16K resolution (15360 × 8640) but Blender (version 2.81) keeps crashing after rendering a few tiles. 4K animation (over 5 hours rendering) and 8K static images render just fine without crashes.   Both CPU and GPU render mode has the same behavior (I'm in supported feature set). I thought it was maybe a ram problem but the scene is about 3gb and I have 32GB of RAM installed.   Does anyone have a clue what the problem might be?
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I have to render an image of 27000 x 7000 for a 150dpi print. The scene is quite big, but cycles preview and a render in 2700x7000 works as expected.  If I hit render my memory raises up to 20gb, but my cpu usage is at 5%. Why cycles does not using the full cpu power during the render process?  Here are my rendersettings:  Pathtracing Samples:3000 Tilesize: 64x64 Bounces: Max 12 | Min 3 Diffuse: 4 Glossy: 4 Transmission: 12 Volume: 1   Is there a way to optimize things?
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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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A scene I made is not rendering, at all. This grey screen stays the same and nothing changes.  Here are my settings:  [
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So I am doing the donut tutorial and when I render my image is super grainy. I looked at all the other answers but the interface looks different from the one I have and I am not sure what to change. My GPU is GeForce GTX 1650.  I increased the Render and Viewport value but it didn't change much. Even at 5000 viewports, it's grainy. Here are the settings for the image above. Is this the best I can expect with my GPU?
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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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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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so today I tried to make an animation got it finished, then started rendering it and it would load a image that had nothing to do with my animation, so there I waiting for like 3 hours to find a 10 second video of that image. Ok so it might be corrupted file but then I rendered it as an image and the images were that odd image... here is the video of what keeps happening:
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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 have a scene that is pretty much ready for render, and in the render mode of the viewport it looks good. But whenever I try to render it, materials change and the lighting goes wonky. I can't see any reason why this would happen. I'm using the current version of blender.
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I downloaded Blender 64 bit and the OS indicated that the program was not compatible with my computer chip. I then downloaded the 32 bit version which seemed to allow me to install. However the blender Icon in windows when pressed informs me that the program is not a window application. I have an Intel(R) Core (TM)2 Duo CPU E7300 @2.66Ghz if that is important and I am running XP. I am fairly sure I am doing something wrong here- can anyone help please?
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I was trying to render my scene, and the render turned out very blurred. (It is not supposed to be blurred). Is there a setting that I am missing somewhere which is making it look like this?
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I've been using blender for a while now, and this has never happened to me before. I was designing an ad in Blender 2.73a for a game that I made. However, when I went into camera view, everything looked bigger then in the final render. Why is this happening and how can I fix this?  P.S. I've been using blender for about a year, but I still don't know all the buttons, so please no jargon!
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In developing a relatively simple scene, I noticed that detail from normal maps were not being displayed for some objects. All of the maps were generated from Substance painter as .png (16-bits max).  Further investigation in the console showed that loading the normal maps was being skipped due to a float image limit of 5 textures.  Through Google, I found bug report T37264 which indicated that this was due to a limitation in CUDA.  Indeed, switching the render from GPU to CPU cleared the problem (even in the viewport render, which was surprising).  Also, the problem went away by using .jpg for the normal map textures.  So, my questions are: Are these steps the only solution for this problem?  I was not aware that I was even using float textures.  Is .png acutally a floating point format?  What about the other .png maps used for color data--are they also count against the floating point texture limit?  Edit to add: I found that 8-channel .png works ok, so I guess that would be my lossless solution.
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So this is probably a simple solve and most likely due to me adding a setting that I shouldn't have.  So for all of my other animations I have done, I render each step as a PNG image and then use the Image Sequencer to render the final animation, and it works well. But this time around, all of the rendered images are not saved as PNGs but rather saved without a file type but can still be opened via Chrome.  Any ideas how I can get Blender to save these renders as a PNG?  Specs: GeForce GTX 1060 3GB, Windows 10, intel i7, 8GB RAM, Blender 2.79
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Until now until Blender 2.83.4 my GPU NVIDIA GeForce GTX TITAN X 12288 MB is recognized via CUDA. With Blender 2.90 and Blender 2.90.1 no GPU is seen, also not under CUDA. What is wrong? I'am therefor still working with 2.83.4 My computer Mac Pro (mid 2012) 2 x 3,46 GHz 6-Core Intel Xeon / 96 GB 1333 MHz DDR3 - Mac OS High Sierra 10.13.6
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Many of the people have asked almost the same question.  I'm trying to render a big mesh + fur/grass file with a few characters on the screen.  when I hit render, after a number of processing, copying data to gpu etc... i get following error.  Mem: 2960.07M, Peak:2960.07M | CUDA error: Out of memory in cuMemAlloc(&amp;device_pointer, size).  I'm using Geforce GTX 690 which contains 4GB memory.   Can somebody tell me how can i get GPU rendering, while 2960M is far less then 4196M of memory.   I know somebody would suggest me to use CPU.. but i'm curios why not GPU?   I've already compressed texture, etc   Edited  I don't think any other application is using any of my 1GB remaining memory. everything is closed but blender is there, also the GPU utilities are showing 2000/2000 MB are free on one card and 1900/2000MB is free on 2nd card.    i'm using GTX 690. with two GPUs of 2GB each. If somebody thinks that one GPU should have memory matching to the cuda memory/or Peak memory then I'm doubtful. Because in preferences Blender does know that I have 2GPUs where I can select either first GPU or second GPU or even both.   When I render some of smaller objects/scenes both of my GPU renders simultaneously with two blocks.  I'm running following specs  Xeon E5-1660 0 24GB - 1600mhz GTX690
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Blender worked fine before I installed a GPU to my PC. Is it the GPU? How can I fix this? I already reinstalled to the latest version. When I try to move a cube, the orange outline only moves but not the cube and I cant click it.