I've been working on creating some more complex procedural textures and I'm running into insane render times (like 4 hours at 300 samples for like a simple sphere using the textures). Is there a good workflow/any tips on identifying what exactly is causing the extreme strain? I'm rendering on a 3070, nothing else in the scene aside from the object being used to test the texture. It seems to render in the viewport preview alright. the node trees are a bit of a mess and I personally suspect it may be due to all the different vector coordinate sources tangled together that slow things down, but it doesn't explain why it seems to render alright in the viewport preview. anyone have any ideas?
#Identifying which shader nodes are causing long render times easily
1 messages · Page 1 of 1 (latest)
I would suggest that you bake the texture.
Oh wait I think I made a video about baking 😂
And the material looks awesome
I will show you how to bake one or more materials from one or more objects into a single image texture.
Oven picture by Toa Heftiba, downloaded from unsplashed:
https://unsplash.com/photos/do6ouuCdsto
I don't think baking would really work since it uses volumes and has dynamic inputs like camera depth and stuff right?
You can bake every thing that goes into the principle bsdf. That way the material is less complex and blender shoudnt struggle as much