I rendered my scene with 1000 samples and it is still looking grainy. I would like to pass another 1000 samples on top of this render result. When I start a new render Blender starts rendering the new image. Is it possible to tell Blender to reuse the result of the previous render and just run another set of samples on top of it?
122909
I am rendering my scene with only one sample but all the renders of the same picture have a different seed value. How can I combine them correctly? I wrote a java-program that loads all the images and takes the average pixel color for each pixel of the images. Is that a correct way of combining the images? It doesn't reduce the noise very much so I am not happy with it. What can I do?
68235
Very basic question here, I am afraid.  I have hundreds of shattered pieces of a mesh and I am trying to animate their visibility over the scene.  How can I animate the visibility and render visibility parameter for one piece, then copy/transfer to all the others?
68242
I have a problem with Blender and its animation process, I want to do an animation and to do that I rendered all frames of my project. Textures on all of my frames are visible but when I do the render animation, my textures won't show up. I used UV/Image editor, I applied the materials to the objects and I did the exact same thing for 3 other animation and it has worked on all of them..  Here is a rendered frame where we can see that textures show up.   On this screenshot we can see that there's no textures when I do render the animation but on the right screen we have a view in "Render Mode" which shows us textures...   If anyone can help I'd be very grateful
102486
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?
61710
Using a single 6K texture at only 227kb in size, spikes the memory usage to a crazy 144mb of memory in Blender.  It was brought up in , but closed.  Why can image editors (Photoshop/Gimp/Krita) handle such large images but not Blender?  Whats going on, and more importantly, what can be done to improve it?
5183
I'm pretty new to blender and used it to model a castle and print it. Now I want to extend the model by textures and render it, but even when I render it with basic material i get some strange output.  Does somebody know my error? I already corrected the normals and they look fine.
56349
I was on the latest version before this, 2.92. Everything was fine. I just updated, I clicked to import settings from 2.92 at the first run popup window, all ok. Then I loaded one of my scenes, everything ok. But now, if I try to render, the viewport remains grey, and once I try to revert the viewport to EEVE render, the program simply enters an infinite loop and freezes. The grey space in the middle of the image is the object &quot;rendered&quot; in &quot;Cycles&quot;.  And this below is what happens after I click another render method: menu stuck and mouse pointer rolling.  The same happens if I switch to another panel with a different render method. Update: this only happens when using GPU computer. If it's on CPU, it works. I have just tried with a brand new scene with the cube, where Cycles is set on CPU, and it worked. Once I tried to switch to GPU, again it rendered grey. Then when I reverted again to CPU, the program froze.
105608
I have been using blender for about a year now and have only just started to notice that all my pictures are actually not that HD. If you zoom in on a render just once, you can see each individual pixel colour. I don't know if this this is a big or if it is something I can do or even if this happens to everyone. Please help as its really bugging me now.  Here is an example of a render that is a bit pixelated:  Save the picture and open it in fullscreen and zoom in just a bit.
25407
I am trying to render an edited clip at 23.98 fps for use with motion tracking in a different project that shares the same frame rate. However, when I go to the tracker when the rendered clip is loaded, some of the frames show up twice in a row, thus throwing off the whole track. Any idea why this is happening?
40076
I am using cycles and progressive rendering. What I need to do is save all the images coming from intermediate stages. For example, I set the sample number to 500 and what I need to get is having 500 images with more and more samples used. Is it possible? I am new to blender. Sorry if I am asking for a very simple thing.  Best, Krzysztof
27990
When I try to render a wave, it keeps being rendered in extremely low quality. I'm not sure exactly which setting is causing this, but increasing the renderand viewport sampling don't seem to help.
28905
I'm designing a character with different animations (idle, eating, walking, etc) that are separated in different blender actions in the same .blend file.  I would like to queue the actions to be rendered, so I could leave the computer rendering over night. Is there any way to do that??
404
I know that this question is a bit old or maybe overdone, but I'm running the latest edition of Blender and when I use the Cycles engine I get really fuzzy results and I can't find a simple, non-compromising solution to the quality.  I don't know exactly what I'm doing wrong here, but I'm sure others share my frustration.  Leaving everything in default settings, I started a new project and switched to the Cycles render.  I duplicated the cube and set colors for two Diffuse BSDF shaders, then went ahead and made walls and a floor all sharing the same diffuse shader.  I made two windows to emit blue light.  The screenshot has gaps between the walls because of the setup:  I'm aware that it's considered very incomplete and many have come to terms with some amount of noise, but is this normal?  Furthermore, with default settings or not, I can't change the amount of noise produced.  Supposedly, using "progressively refine" in the rendering tab should make it refine itself indefinitely, however Cycles only counts to 10 refines and then stops, creating a render which is a pixel-perfect match of the ordinary rendering method when it's completed.  I understand that there are tricks that can be used to reduce noise, but at the cost of extra processing time and usually small quality conflicts, like blurring.  My question essentially boils down to is this Cycles' current limit?
119
I feel I am nearing completion of the tutorial but am still having gaps in knowledge on how to render light properly. 2.92.0 blender file:  Overview layout:  Lamp:  128 sample before denoise:  128 sample after denoise:  1024 sample 1080p 100% render before denoise:  1024 sample 1080p 100% render after denoise:  I've been trying different Light paths, but I honestly don't understand the extent of how they interact with each other. I haven't seen any example of what those numbers should be in the tutorial either, if someone knows please let me know.  but it is now again a little bit too opaque, dunno when that happened. :D Not too sure what I am missing out so any suggestions would be lovely! Thank you in advance
122024
Is it possible to use more than 20 Scene layers or Render layers in Blender?
96715
I am trying to figure out how to work with render layers. Now I have two render layers connected to the output via Alpha Over node. But when I render the composite output layer is not the combined output of the two separate render layers. What is my stupidity?
76924
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.