性能¶
参考
- 面板
线程¶
- 模式
确定渲染时要使用的最大CPU核心数的方法。
- 自动检测
自动选择
- 固定
手动选择要用于渲染的线程量。这在某些情况下非常有用,例如,如果要在渲染时使用计算机,可以将 属性设置为线程计数,从而降低计算机上的逻辑处理器数量。
- 线程
渲染时要同时使用的最大 CPU 内核数。
拼贴¶
- 平铺X, Y
The size of the tiles for rendering.
Depending on what device you are using for rendering, different tile sizes can give faster renders. For CPU rendering smaller tiles sizes (like 32 × 32) tend to be faster, while for GPU rendering larger tile sizes give a better performance (like 256 × 256).
- 排序
Order of rendering tiles. This does not significantly affect the performance.
- Progressive Refine
Instead of rendering each tile until it has finished every sample, refine the whole image progressively. Note that progressive rendering is slightly slower than tiled rendering, but time can be saved by manually stopping the render when the noise level is low enough.
For rendering animations it is best to disable this feature, as stopping a frame early is not possible.
加速架构¶
- 使用空间分离
空间分割可提高混合大面和小面的场景中的渲染性能。缺点是 BVH 生成时间较长,内存使用量略有增加。
- 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 时间步幅
将 BVH 基元拆分为此数量的时间步长,以牺牲内存为代价来加快渲染时间。
最终渲染¶
- Save Buffers
Saves all render layers and passes to the temp directory on a drive, and reads them back after rendering has finished. This saves memory (RAM) usage during rendering, particularly when using many render layers and passes. This can be read back in the Compositor and Image editor by using 层.
- 持久数据
渲染后将渲染数据保留在内存中,以便在Blender中执行其他任务时,以额外的内存占用为代价,加快重新渲染和动画渲染的速度。
When using multiple View Layers, only data from a single view layer is preserved to keep memory usage somewhat under control; however, objects shared between view layers are preserved.
视窗¶
- 像素大小
用于控制视口渲染分辨率的选项。允许您加快视口渲染,这对于具有高 DPI 的显示器特别有用。
- Start Pixels
Resolution to start rendering preview at, progressively increase it to the full viewport size.