Hi all! So, as far as i know I haven’t altered any settings that i don’t normally mess with, but for some reason the quality of my render during the rendering process is perfect but once it finishes it looks awful.
The full process goes like this:
Tiles set to “center”, it VERY quickly goes around the image and renders each tile to moderate quality…
Then it starts rendering again… what? During this second pass is when the render looks best.
Render finishes all the tiles and in an instant the quality is set back to I don’t even know what resolution, but its much less.
I’m hoping I just changed a setting and this is a simple fix! Although making this a feature makes no sense lol.
Images below are of the issue and my current settings, i just hope the quality is noticeable after I upload, not sure if uploading them will diminish them? Super obvious on my screen though.
Okay, so disabling that did indeed make the quality what it should be, but, its still rendering twice. Does the moderate quaility pass and then the second and final render.
Also, I’m pretty new to all this, including blenderartist. Hence the most likely crazy response time to this lol, but I’m willing to upload a .blend file, just not sure how. When i go to my saves there are two files with the same name, one with the blender logo and one just a paper logo. Assuming its the blender logo one but wanted to check first.
Well still having the double render oddity, but a new one has arose. (still render related).
Not sure what the correct term would be, clay render maybe? But basically I’m using the scene tab to give all objects the same material, but I would like 2 objects to have a different material. So i gave those two objects the desired material, (“Base” and “Background” in the .blend file) but rendering it, everything is still one material. The goal is to apply the same material to all objects in the scene except for those two.
Also, not stated before but I never touched the “Layer Samples” setting to begin with so could it be something else lowering the final render quality? I checked another project to see what the “Layer Samples” setting was on that one and that option wasn’t even there, nor did it render twice like the current one.
Spoke too soon, .blend wont upload. Probably because its to large, 57 MB compressed. Could use pasteall but I don’t have 10 post’s so i can’t put a link in apparently. Guess ill try and get my post count up and try this again…
My best guess, without a blend is this: You have two render layers, the first has the sample (in the render layer) set 0, whihc means that it will use the number of samples you designated in the render tab. The second render layer has a very low number of samples set in the render layers (example here with 13 samples) so it’s rendering everything twice, once at full samples, and another at lower samples. Your render layers would look something like this image below.
Completely right. Deleted until I was around 2MB and it worked this time, thanks again JA12!
Also not sure how to quote multiple people in one response. All those numbers after the persons name confused me. “JA12;???”. I cant seem to find the quote response button with the “+” next to it.
Yup! I mentioned the applying clay material to everything and that’s what it was. I had added a layer that applied that material to everything in addition to the regular render layer. So fixed the double render! Thank you! But… you say in that example its set to 13 samples but I rendered twice, once with 300 and once with 0 for that samples setting and both times it used the samples number from the Render tab (500) not the Render Layers tab? Changing the samples in the box shown did nothing to my render.
.blend posted above is still current if you wanna give it a shot.
Now just need to figure out how to still apply a material to everything except those two meshes in the final render.
Hmm, perhaps if you only have 1 render layer it will ignore the rl samples and use the main rennder tab samples, not sure. It always seemed to work for me.
There’s probably some clever way to get clay for everything except a couple, but I don’t know it. with only 20+ objects I’d probably save a new version of the blend, and just assign the clay material by hand to the objects.
Yeah I guess as long as I’m getting the samples I want it shouldn’t be an issue, still confusing though lol. Appreciate the help!
And thank you! Too bad there’s a file size limit, that save is missing about 80% of the objects, looks a lot better with walls haha. Which is also why I’m so keen on using the render layer material method as appose to manually applying the same material to everything. Doing that to the actual save would be quite the chore.
There is a hack, which you can use in that situation. Basically every single material which might be clay gets a node group added to end of it, just before it goes into the material output.
the output of that node group goes into the material output. Inside the node group you have a clay material and a mix shader, which mixes with the regular material. Every single material shares this single node group. When you change the mix factor (1.0 for clay, 0.0 for normal material) it effects all materials instantly and simultaneously. It’s quite ugly and it looks like this.
That’s looking like the best solution. Not finding a way to apply a material to everything quickly but still having the freedom to change the material on an individual object. Your method would still mean manually applying the group to each object, right?
Well, one time yes. You need to put that node group on the end of each material, although once done the changes inside the node group affect all materials at the same time.
Have a look at this steckexchange thread, the linking method looks about right.
[/quote]
Considering that I’m thinking I might just Ctrl+P a few objects like planks and roofs and just manually do it. Will make it a little less time consuming I suppose lol. Big picture its still quite a bit though.
skororu, I checked that out and it appears to be perfect but tbh I have no idea how to get to that point. Pretty new to blender, trying to find a tutorial or explanation I would just search “blender layer masking”?
Here’s an example using your file. I moved the objects to be coloured to layer 2 and assigned them materials, and put a few compositing nodes together to combine the renderlayers.
The Clay renderlayer renders all the objects on layer 1, and forces the use of the clay material.
On the Colour renderlayer we set layer 1 to be masked out. This produces a renderlayer that contains objects from layer 2 that use their own materials, and some black areas masked out where the clay coloured objects on layer 1 would be. When we combine the two layers using the compositor, the clay shows through the mask.
Here’s the core documentation on Render Layers. You can search for “blender render mask layer”.
Okay, so after re reading this over and over and going through both .blends you put up I understand how it works (finally!) but it’s still not working for me. I went .blend to .blend checking everything was the same, and i must be missing something but it all appears to be identical. I could try and explain but that might just make things more confusing. Below is the .blend with the (as far as I can tell) exact setup you explained and posted.
No problems, and I think you’ve done everything just right. Once the render has completed, in the Image Editor switch the layer to Composite to see the final result.