I am new to Blender and I am learning to render images in cycles.
Someone told me that higher sample amount will increase the quality of the render, but still, after 1600 samples, my rendered images are not in good quality.
Please help me to understand how I can render images in good quality. I rendered this wall but when I zoom in it becomes blurythis is the wall

this is rendered result and my settings

  • 2
    $\begingroup$ The quality of the reflection will never be better than the quality of the HDRI. Try using a better quality reflection map in the world properties. $\endgroup$
    – Gorgious
    May 10 at 14:59
  • 1
    $\begingroup$ And set the roughness value of the sphere (closer) to 0 (it's unclear from your image whether the environment map or the material of the sphere is to blame). $\endgroup$
    – Joachim
    May 10 at 16:13
  • $\begingroup$ (I also suggested an edit to your post, and am assuming you are wondering about the quality of reflections specifically. If that's not the case, please revert the post back to its original state :) $\endgroup$
    – Joachim
    May 10 at 16:28
  • 1
    $\begingroup$ Well, if the image in your question is a render, of course it will become blurry when you zoom in. Can you please tell us in detail what you're doing and what your goal is? What do you want as a result, and how are your current results inadequate? $\endgroup$
    – Joachim
    May 11 at 10:11
  • 1
    $\begingroup$ Try rendering at a higher resolution and see if that's better (quick tip: you can do basic math in the numerical value inputs in Blender: say the current resolution is 1280, click to edit, add *2, and it will multiply the value by 2). Since the render process likely starts from the center outwards, you don't have to finalize the render to get a good impression of the final quality. $\endgroup$
    – Joachim
    May 11 at 13:46

You are looking for a higher image resolution. The default resolution is 1920x1080, which means the image is 1920 pixels (little color blocks) sideways, and 1080 pixels up and down. Doubling each to get 3840x2160 will mean that what used to be one pixel will now be four (from 1x1 to 2x2).

Samples is how much data goes into one pixel. In Cycles, a sample is one ray trace from a pixel out backwards into the world, which will bounce uniformly on a shiny object but arbitrarily on a rough object. Too few samples makes rough things like stone look fuzzy, but things like polished metal generally look alright. More samples means more realistic renders, more computation time, and more desire to use GPU compute possibly 😉.

  • 1
    $\begingroup$ Thanks brother for detailed information. I was doing it wrong, atlast I used diffused BSDF and image textures this help me to decrease render time and quality was good too $\endgroup$ May 11 at 15:54
  • $\begingroup$ Praise the Lord. $\endgroup$
    – TheLabCat
    May 11 at 16:00

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