Rendimiento¶
Referencia
- Panel:
Properties that affect render speeds or memory consumption. There are several presets available to help choose between different trade offs:
- Predefinido:
Balances memory saving and faster rendering settings.
- Más rápido:
Uses settings to render faster at the cost of higher memory consumption.
- Menos memoria:
Uses settings to decrease memory considered at the cost of slower renders.
Hilos¶
- Modo de paralelismo
Method to determine the maximum number of CPU cores to use while rendering.
- Autodetectar:
Automatically chooses the amount of threads to match the number of logical processors on your computer.
- Fijo:
Manually choose the maximum number threads to use for rendering. This can be useful for example, if you want to use your computer while rendering, you can set the property to a thread count lower the amount of logical processors on your computer.
- Hilos
The maximum number of CPU cores to use simultaneously while rendering.
Memoria¶
- Usar celdas
Render high resolution images in tiles to reduce memory usage. Tiles are cached to disk while rendering to save memory.
- Tamaño de celdas
This value is used to control the size of the tile used for rendering; decreasing the size reduces memory usage.
Nota
In some cases changing the Tile Size can result in increased performance. For example when a small object renders slowly compared to other objects, using a small Tiles Size can lead to an increase in performance.
Estructura de aceleración¶
- Usar divisiones espaciales
Spatial splits improve the rendering performance in scenes with a mix of large and small polygons. The downsides are longer BVH build times and slightly increased memory usage.
- Usar BVH para curvas
Use a special type of BVH for rendering curves. The bounding boxes are not axis aligned allowing a spatially closer fit to the curve geometry. Disabling this option will reduce memory, at the cost of increasing curve render time.
- Intervalos de tiempo BVH
Split BVH primitives by this number of time steps to speed up render time at the expense of memory.
- Usar BVH compacto
Use a more compact BVH structure, which can reduce RAM usage but render slower.
Procesamiento final¶
- Datos persistentes
Keep render data in memory after rendering for faster re-renders and animation renders at the cost of extra memory usage while performing other tasks in Blender.
When using multiple View Layers, only data from a single view layer is preserved to keep memory usage within bounds; however, objects shared between view layers are preserved.
Vista¶
- Tamaño píxel
Opción para controlar la resolución en el procesamiento de las vistas, permitiendo acelerarlo, lo cual resultará especialmente útil en pantallas con una alta densidad de píxeles (PPP).
Nodos de composición¶
- Dispositivo
El dispositivo a usar para procesar la composición.
- CPU:
Usará la CPU para la composición.
- GPU:
Usará la GPU para la composición.
- Precisión
La precisión del resultado intermedio de la composición.
- Automático:
Usará una precisión completa para el procesamiento final y una precisión media en otros casos.
- Completo:
Usará una precisión completa tanto el procesamiento final, como para las vistas.
Denoise Nodes¶
- Preview Quality
The quality used by Denoise nodes during viewport and interactive compositing of a render if their quality is set to Follow Scene.
- Alto:
Produces the highest quality output at the cost of long processing times.
- Balanceada:
Balanced between performance and quality, typically processing in half the time as High, while retaining most of the quality.
- Rápido:
Produces an output quickly at a noticeable cost of quality.
- Final Quality
The quality used by Denoise nodes during the final render if their quality is set to Follow Scene.
- Alto:
Produces the highest quality output at the cost of long processing times.
- Balanceada:
Balanced between performance and quality, typically processing in half the time as High, while retaining most of the quality.
- Rápido:
Produces an output quickly at a noticeable cost of quality.