From the course: Learning Blender: Design Your First 3D Object

Render the final image

(mellow music) - So with this all set up, I'm feeling pretty good about it. I'm ready to render my image. What I'll do is go into this render tab and then make sure you've got the resolution set to something you like. So I've got mine at 1500 pixels square. And then the next tab you want to take a quick look at is the samples. So I think I mentioned earlier that there's all this kind of graininess, and that's basically the more samples you have, the less grain there will be. So with the viewport right now, we have basically two distinctions here. So we have the viewport amount of samples, and then we also have the render amount of samples. Basically, the more samples you have, the more light beams are being shot, and the more accurate your reflections will be. So also with that higher accuracy means more render time. So I actually don't usually like to leave this at the 1024 and 4096 settings, but I actually pull this down quite a bit. So in my viewport, I usually would maybe only look at, let's say, 100 samples or so. And then in the render, I usually only like to render with maybe 600 or so, because for a scene like this, that's going to be just plenty. With more complicated scenes, like if you have transmissive materials or, you know, glasses, metals, or there's a lot of lights in your scene, you might need to use more. But something small like 600 usually works pretty good. So if we render this image using our F12 hotkey, you'll see that it starts to calculate and it's rendering pretty fast on my computer because this is a relatively simple scene and I have a nice graphics card. So one thing you might notice is that even though our sample value isn't that high, when it rendered the image, it's very smooth. But in this viewport, for example, we can still see all the grain, and that's because by default in Blender, there's denoising happening. So usually with a low number of samples, your image is going to be pretty grainy. So if I turn off this denoising and let's set the render samples to something that matches the viewport like 100, we should be getting basically an identical image to what we see in the viewport. So when that finishes, you see that we still have some graininess here, and that's okay if you're just doing a preview render, but for a final render, we want to get rid of that graininess. So the way that that is happening is with this denoise option. You can actually turn on denoise in the viewport too, which will keep everything very smooth in your viewport view, but usually that can be a little bit slow to work with, so it's usually best to only use denoising when you're rendering an image. So I'll uncheck that for the viewport, but turn it on for the render. So even with only 100 samples, which in the viewport is pretty grainy, if we have denoising on and press F12 to render, you'll see that it will, once it finishes rendering all those samples, it'll add the layer of denoising on top and we get an actually pretty smooth image. You can save your image by going up here, pressing image, save as, and then you can save that wherever you like. And you could save that as my first render or whatever the heck you want. Save that as an image and that will be in the folder you saved it on. So in this lesson, we took all the models we built, we took the wall, we took those little pots and shelves, we actually turned them into something that feels a little bit more real. We added materials to them. We added some realistic lighting into our scene. And now we have something that really sets the basis for your next portion of exploration. You can play with the camera angle, the sun lighting. You can try doing a nighttime or a midday render. And really, there's a lot of places you can go with this. If you were following along for the first time, your scene might look a lot like mine, but I encourage you to play around some more, try doing something else using the same tools. There's really a lot of flexibility in what we've learned so far.

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