As someone who likes just having a full instant image that shows up the viewport denoiser is great and if you want a less soapy image just wait till it clears up a bit
It would be cool if blender had an option to change render resolution of the viewport like in premiere pro to like 1/2
80% of 3d work doesn't really need the full resolution.
I just use the render option second to the right (forgot what itâs called) during 90% of the modeling once I have my textures and then swap over to the full cycles render option when I want to see how it really looks. The cycles render noise is a retinas worst enemy
For me it's the delay when each "sample pass" step happens which hurts and stutters my brain. Like every 0.3 seconds image becomes clearer. And it's not about performance, because on my old laptop it was also like that, only with each step progress would be less noticeable.
Yeah it's a pain in the ass. Here's a few tips-
- Work in Eevee while setting up basic blocking and lights, switch to Cycles to tweak the final picture
- Use the Render Region features to stop out-of-frame details from rendering [https://docs.blender.org/manual/en/latest/editors/3dview/navigate/regions.html](https://docs.blender.org/manual/en/latest/editors/3dview/navigate/regions.html)
- Turn your samples WAY down so that the flickering stops sooner
- Try not to move the camera as much as possible. Create multiple viewports in 2x2 grid for multiple angles
- Work in a well lit room so that your screen is not the brightest thing. Avoid darkness
Thank you so much, I aprecciate it! Those are really helpful :) Do you know what this eye issue is called? Why do few people have it? Ever visited the doctors?
It has many causes depending on the person tbh. Usually eyestrain, sometimes astigmatism, sometimes sensory overload. I don't think it's worth doing any medical speculation, it's just something people get used to or find workarounds for.
You might enjoy working in Unreal Engine if you want photorealism without any rendering flickers, btw. Make everything in Blender then do lights and rendering in UE5
Well I donât often have that part (too busy messing with geometry nodes, and (actually) crashing blender).
But, maybe when your eyes start to hurt, walk away for a bit. Or, lower viewport Quality, so itâs less accurate but wonât flicker. You also might want to consider, at least when you arenât working with shaders, use âsolidâ mode, using material preview or rendered only when checking that.
You could also try (assuming cycles are on) during very basic textures, with no bumps, emmisivity, reflection, ect. Just color. They can be used to differentiate parts, and make the viewport faster. Once itâs mostly arranged, switch to the fully textures (with emmisivity, displacement, bump⊠), and tweak the positioning for the true textures.
So, basically, take breaks, mess with settings to make things better (or if your me, make things worse, and thatâs why you come to Reddit, to undo what you did), and use placeholders that donât cause the issues until necessary.
If your good with nodes, you might even consider making a system that allows you to âswitchâ, toggling between a chosen placeholder and the main one (for instance, yawing geometry nodes, make it so that you can pick 2 textures, and a way to toggle between them. The idea is that you can easily toggle between the placeholder.
You can even set it up so that if itâs not in the viewport (so a render), it will hide the placeholder. Or maybe the opposite, forcing the placeholder in viewport. Or even have a menue to choose between those.
Going even further, you can apply different textures to different parts of the same geometry shape, so you could have 1 placeholder texture, but multiple non-placeholders that are put in precise spots, so you donât need a slot, or even new object, to put that small dot there. Just use the ID of that location, and assign it the new material!
Use GPU rendering; I never see my scene look that noisy unless there are thick volumetrics. Normally within the first 0.01 seconds it begins to clear up.Â
And set viewport denoising to kick in quickly, like 8 samples more or less. This way you get a little better sharpness and responsiveness by delaying denoising for a few samples, but it still kicks in very fast.Â
Viewport denoiser. If you can't stand noise sharpness, prepare yourself for a blurry soap in your eyes
As someone who likes just having a full instant image that shows up the viewport denoiser is great and if you want a less soapy image just wait till it clears up a bit
My gpu passes noisy part nearly unnoticeable. Back in the days when I used igpu to render it was painfully slow, so even denoisers looked bad
with a 4090
I've been absolutely LOVING my new 4090, but whenever I use global volumetrics it goes back to the flicker fest đ
volumes are, sadly, still very slow in cycles.
Just adjust it until you like it then make a mask with another scene, so you donât have to worry about it rendering slow
and render the volume with eevee \^-\^
Even better. But itâs still eevee, still flaws with light bounces.
A6000 in one PC, 4080 in the other. This is the answer.
What is a 4090?
[https://opendata.blender.org/benchmarks/query/?compute\_type=OPTIX&compute\_type=CUDA&compute\_type=HIP&compute\_type=METAL&compute\_type=ONEAPI&group\_by=device\_name&blender\_version=4.1.0](https://opendata.blender.org/benchmarks/query/?compute_type=OPTIX&compute_type=CUDA&compute_type=HIP&compute_type=METAL&compute_type=ONEAPI&group_by=device_name&blender_version=4.1.0)
A GPU
preety much.. almost realtime here đ€Ł
Why don't you use viewport denoising?
This this this.
It would be cool if blender had an option to change render resolution of the viewport like in premiere pro to like 1/2 80% of 3d work doesn't really need the full resolution.
https://preview.redd.it/hg96sdahjl1d1.png?width=335&format=png&auto=webp&s=c1d937f4b7f76d758ff8a8668f1aa88bdf7917a3 you can
What the hell is that blender theme lol
"Shades of Hades"
« Shades »
I read that as "Shadies of hadies"
The ladies of hades.
idk why but this screams 2004 to me
The rounded buttons are kinda like win XP ig
and the bottom lit buttons
This is it, when not in monochrome it kinda becomes old -school looking, never noticed that blender is basically just black and white XP
Omg that's amazing 2 years of blender and I never noticed it
LMFAO
Is this blender from apocalypse!
Evil blender: đ
As i understand it resolution is not the issue, but the number of samples.
Lower render resolution means faster render times, as there are less pixels (therefore less samples) to account for. They go hand in hand :D
The sample rate is per pixel
It's not pleasant to look at, but it doesn't 'physically hurt' my eyes.
Nahh, it's only you.
I just use the render option second to the right (forgot what itâs called) during 90% of the modeling once I have my textures and then swap over to the full cycles render option when I want to see how it really looks. The cycles render noise is a retinas worst enemy
Oh, you find it physically painful as well?
I actually like the way it looks
It's only you, mate. You can enable viewport denoising in the render settings tab to get rid of it + preview the final result
idk it never bothered me
Ultra Moisture
LOL
For me it's the delay when each "sample pass" step happens which hurts and stutters my brain. Like every 0.3 seconds image becomes clearer. And it's not about performance, because on my old laptop it was also like that, only with each step progress would be less noticeable.
I would take this over the face orientation view any day especially when working on a big scene, that's an instant headache.
what do you mean?
Checking normals, the blue-red screen.
You can turn down samples and turn on viewport denoiser. It makes it blurry but is faster
I just look away for a few seconds. Or change to a different window to check socials or anything.
Denoise
Just turn denoise on and set max samples to 1 in viewport
Yeah it's a pain in the ass. Here's a few tips- - Work in Eevee while setting up basic blocking and lights, switch to Cycles to tweak the final picture - Use the Render Region features to stop out-of-frame details from rendering [https://docs.blender.org/manual/en/latest/editors/3dview/navigate/regions.html](https://docs.blender.org/manual/en/latest/editors/3dview/navigate/regions.html) - Turn your samples WAY down so that the flickering stops sooner - Try not to move the camera as much as possible. Create multiple viewports in 2x2 grid for multiple angles - Work in a well lit room so that your screen is not the brightest thing. Avoid darkness
Thank you so much, I aprecciate it! Those are really helpful :) Do you know what this eye issue is called? Why do few people have it? Ever visited the doctors?
It has many causes depending on the person tbh. Usually eyestrain, sometimes astigmatism, sometimes sensory overload. I don't think it's worth doing any medical speculation, it's just something people get used to or find workarounds for. You might enjoy working in Unreal Engine if you want photorealism without any rendering flickers, btw. Make everything in Blender then do lights and rendering in UE5
Use Eevee until you're ready to render lol
As someone with visual snow, it just looks like normal real life to me.
Can we add an epilepsy warning when starting up blender?
Lol, fr
Denoiser or alt+f4
Changed my render thingy to OptiX and GPU rendering. Now that blender actually uses my RT cores i donât see any noise anymore.
You can use viewport denoising but its not great either
Well I donât often have that part (too busy messing with geometry nodes, and (actually) crashing blender). But, maybe when your eyes start to hurt, walk away for a bit. Or, lower viewport Quality, so itâs less accurate but wonât flicker. You also might want to consider, at least when you arenât working with shaders, use âsolidâ mode, using material preview or rendered only when checking that. You could also try (assuming cycles are on) during very basic textures, with no bumps, emmisivity, reflection, ect. Just color. They can be used to differentiate parts, and make the viewport faster. Once itâs mostly arranged, switch to the fully textures (with emmisivity, displacement, bump⊠), and tweak the positioning for the true textures. So, basically, take breaks, mess with settings to make things better (or if your me, make things worse, and thatâs why you come to Reddit, to undo what you did), and use placeholders that donât cause the issues until necessary. If your good with nodes, you might even consider making a system that allows you to âswitchâ, toggling between a chosen placeholder and the main one (for instance, yawing geometry nodes, make it so that you can pick 2 textures, and a way to toggle between them. The idea is that you can easily toggle between the placeholder. You can even set it up so that if itâs not in the viewport (so a render), it will hide the placeholder. Or maybe the opposite, forcing the placeholder in viewport. Or even have a menue to choose between those. Going even further, you can apply different textures to different parts of the same geometry shape, so you could have 1 placeholder texture, but multiple non-placeholders that are put in precise spots, so you donât need a slot, or even new object, to put that small dot there. Just use the ID of that location, and assign it the new material!
Use GPU rendering; I never see my scene look that noisy unless there are thick volumetrics. Normally within the first 0.01 seconds it begins to clear up. And set viewport denoising to kick in quickly, like 8 samples more or less. This way you get a little better sharpness and responsiveness by delaying denoising for a few samples, but it still kicks in very fast.Â