Method to determine the maximum number of CPU cores to use while rendering.
Automatically chooses the amount of threads to match the number of logical processors on your computer.
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.
The maximum number of CPU cores to use simultaneously while rendering.
- Use Tiling
Render high resolution images in tiles to reduce memory usage. Tiles are cached to disk while rendering to save memory.
- Tile Size
This value is used to control the size of the tile used for rendering; decreasing the size reduces memory usage.
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.
- Use Spatial Splits
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.
- Use Hair BVH
Use a special type of BVH for rendering hair. The bounding boxes are not axis aligned allowing a spatially closer fit to the hair geometry. Disabling this option will reduce memory, at the cost of increasing hair render time.
- BVH Time Steps
Split BVH primitives by this number of time steps to speed up render time at the expense of memory.
- Persistent Data
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.
- Pixel Size
Option to control the resolution for viewport rendering. Allows you to speed up viewport rendering, which is especially useful for displays with high DPI.