I know this question is probably asked a million times on this site, but I can't seem to get a good clean render. I have my preview at 200 samples, a min of 3 and a max of 12 light bounces. I don't understand why it is still so grainy, are there any settings that will make a huge difference?enter image description here

I'm still new to blender, so please bear with me.

  • $\begingroup$ There's not enough information to be able help you, could you add more details? How is your scene lit, what lights are present in the scene, what materials or shaders are you using, what are your world settings? 200 samples is generally considered low-ish for most scenes or for a final render. $\endgroup$ – Duarte Farrajota Ramos Jun 19 '16 at 3:06
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    $\begingroup$ This will likely be flagged as a duplicate question. But the quick answer is that 200 is very low samples. A pure diffuse material might get away with as few as 500, but for glass, you're going to need ~2,000+ depending on other settings. $\endgroup$ – Ascalon Jun 19 '16 at 3:10
  • $\begingroup$ My light source is just a simple Sun light so I could illuminate the render, I'm only using a diffuse shader and a glass one above it, and I haven't touched world settings so I would assume they would just be at default. $\endgroup$ – Andrew Maxwell Jun 19 '16 at 3:11
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    $\begingroup$ start by reading this post: blender.stackexchange.com/questions/4980/… $\endgroup$ – user1853 Jun 19 '16 at 4:49
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    $\begingroup$ Please post your blend file so we can take a closer look. $\endgroup$ – Todd McIntosh Jun 19 '16 at 7:06

I have also had trouble reducing graininess. I use Blender to model buildings and graininess (noise) is always worse on interior scenes.

I don't believe there is one simple answer.

Certainly increasing the number of samples (to say, 1000) will help. If your scene includes glass you should ensure you are modelling it correctly (so that Shadow rays see a pure transparent shader).

I have always found graininess to be most severe when modelling an interior lit from outside (through apertures). My intuitive understanding of what is going on (which might not be correct) is that the randomly chosen light paths 'bouncing' off diffuse materials have trouble 'finding' the light sources. One pixel will find a light source, a neighbouring pixel might not. Increasing the number of samples gradually smooths this out.

There are other things you can do also (caustics, clamping, portals) but I am afraid I don't know enough to advise you reliably on those


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