The sample count sets how many light paths Cycles samples per pixel. With Adaptive Sampling enabled, it is a Max Samples cap and Noise Threshold can stop sooner.
Also known as: Samplesscene.cycles.samplesscene.eevee.taa_render_samples
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bpy — this entry
# 컬러 블록을 통과하는 유리 구에서 샘플 수에 따른 경로 추적 노이즈를 보여 준다.
reset('CYCLES', samples=1)
camera((6, -10, 5), target=(0, 0, 1), lens=55)
floor()
hdri('studio', strength=0.45)
studio(key=850, fill=180, rim=420)
blocks = []
for x, color in [(-1.5, CORAL), (1.5, LIME)]:
bpy.ops.mesh.primitive_cube_add(size=0.9, location=(x, 1.2, 0.9))
block = bpy.context.object
paint(block, material('Color block', color, roughness=0.32))
blocks.append(block)
bpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=24, radius=0.95, location=(0, -0.2, 0.95))
glass = bpy.context.object
bpy.ops.object.shade_smooth()
paint(glass, material('Glass', SKY, roughness=0.025, Transmission_Weight=1.0, IOR=1.45))
frame(glass, *blocks, margin=1.25)
sc = bpy.context.scene
sc.cycles.seed = 19
sc.cycles.use_adaptive_sampling = False
sc.cycles.use_denoising = False
for count in (1, 8, 32):
sc.cycles.samples = count
shoot(f's{count:02d}')
Full script — runs as-is in Blender 5.1.1
# samples — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python samples.py -- <출력 폴더>
SLUG = 'samples'
# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector
# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)
# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}
def srgb(c, alpha=1.0):
lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)
def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
"""빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
bpy.ops.wm.read_factory_settings(use_empty=True)
sc = bpy.context.scene
sc.render.engine = ENGINES[engine]
sc.render.resolution_x, sc.render.resolution_y = size
sc.render.resolution_percentage = 100
sc.render.image_settings.file_format = 'WEBP'
sc.render.image_settings.quality = 82
sc.world = bpy.data.worlds.new('World')
world_color(BACKDROP)
if engine == 'WORKBENCH':
sh = sc.display.shading
sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
sh.show_shadows, sh.shadow_intensity = True, 0.35
sh.show_cavity = True
sc.display.render_aa = '16'
sc.view_settings.view_transform = 'Standard' # 재질 색을 그대로 보여 준다
elif engine == 'EEVEE':
sc.eevee.taa_render_samples = samples
else:
sc.cycles.samples = samples
sc.cycles.use_denoising = True
return sc
def world_color(color, strength=1.0):
"""배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
w = bpy.context.scene.world
w.color = srgb(color)[:3]
bg = w.node_tree.nodes.get('Background') if w.node_tree else None
if bg:
bg.inputs['Color'].default_value = srgb(color)
bg.inputs['Strength'].default_value = strength
return w
def hdri(name='studio', strength=1.0, show=False):
"""블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
nt = bpy.context.scene.world.node_tree
nodes, links = nt.nodes, nt.links
env = nodes.new('ShaderNodeTexEnvironment')
env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
bg = nodes['Background']
bg.inputs['Strength'].default_value = strength
links.new(env.outputs['Color'], bg.inputs['Color'])
if not show:
flat = nodes.new('ShaderNodeBackground')
flat.inputs['Color'].default_value = srgb(BACKDROP)
ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
links.new(bg.outputs['Background'], mix.inputs[1])
links.new(flat.outputs['Background'], mix.inputs[2])
links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
return env
def look_at(obj, target):
obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()
def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
bpy.context.scene.collection.objects.link(cam)
cam.location = location
look_at(cam, target)
cam.data.lens = lens
bpy.context.scene.camera = cam
return cam
def frame(*objs, margin=1.15):
"""카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
sc = bpy.context.scene
dg = bpy.context.evaluated_depsgraph_get()
pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
mid = sum(pts, Vector()) / len(pts)
coords = [c for p in pts for c in (mid + (p - mid) * margin)]
loc, _scale = sc.camera.camera_fit_coords(dg, coords)
sc.camera.location = loc
return sc.camera
def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
"""kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
data = bpy.data.lights.new(kind.title(), kind)
data.energy, data.color = energy, color
if kind == 'AREA':
data.size = size
obj = bpy.data.objects.new(data.name, data)
bpy.context.scene.collection.objects.link(obj)
obj.location = location
look_at(obj, target)
return obj
def studio(key=700, fill=200, rim=450):
"""기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
return [light('AREA', (5, -4, 6), energy=key, size=4),
light('AREA', (-6, -3, 3), energy=fill, size=5),
light('AREA', (0, 6, 5), energy=rim, size=3)]
def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
"""원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
mat = bpy.data.materials.new(name)
mat.diffuse_color = srgb(color) # Workbench 가 보는 색
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = srgb(color)
bsdf.inputs['Roughness'].default_value = roughness
bsdf.inputs['Metallic'].default_value = metallic
for key, value in inputs.items():
bsdf.inputs[key.replace('_', ' ')].default_value = value
return mat
def paint(obj, mat):
obj.data.materials.clear()
obj.data.materials.append(mat)
return obj
def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
"""바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
import bmesh
back = size / 2
steps = 12
profile = [(-back, 0.0)] # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
for i in range(steps + 1):
a = (math.pi / 2) * i / steps
profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
profile.append((back, wall))
bm = bmesh.new()
left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
right = [bm.verts.new((back, y, z + h)) for y, h in profile]
for i in range(len(profile) - 1):
bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
me = bpy.data.meshes.new('Floor')
bm.to_mesh(me)
bm.free()
obj = bpy.data.objects.new('Floor', me)
bpy.context.scene.collection.objects.link(obj)
for poly in me.polygons:
poly.use_smooth = True
return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))
def edges(obj, thickness=0.012, color=INK):
"""메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
dg = bpy.context.evaluated_depsgraph_get()
wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
bpy.context.scene.collection.objects.link(wire)
wire.matrix_world = obj.matrix_world.copy()
mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
mod.thickness, mod.use_even_offset = thickness, True
return paint(wire, material(obj.name + '.edges', color, roughness=0.8))
def shoot(name):
"""지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
sc = bpy.context.scene
sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
bpy.ops.render.render(write_still=True)
return sc.render.filepath
# ── 이 항목 ──
# 컬러 블록을 통과하는 유리 구에서 샘플 수에 따른 경로 추적 노이즈를 보여 준다.
reset('CYCLES', samples=1)
camera((6, -10, 5), target=(0, 0, 1), lens=55)
floor()
hdri('studio', strength=0.45)
studio(key=850, fill=180, rim=420)
blocks = []
for x, color in [(-1.5, CORAL), (1.5, LIME)]:
bpy.ops.mesh.primitive_cube_add(size=0.9, location=(x, 1.2, 0.9))
block = bpy.context.object
paint(block, material('Color block', color, roughness=0.32))
blocks.append(block)
bpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=24, radius=0.95, location=(0, -0.2, 0.95))
glass = bpy.context.object
bpy.ops.object.shade_smooth()
paint(glass, material('Glass', SKY, roughness=0.025, Transmission_Weight=1.0, IOR=1.45))
frame(glass, *blocks, margin=1.25)
sc = bpy.context.scene
sc.cycles.seed = 19
sc.cycles.use_adaptive_sampling = False
sc.cycles.use_denoising = False
for count in (1, 8, 32):
sc.cycles.samples = count
shoot(f's{count:02d}')
A glass sphere looking toward colored blocks collects reflections and refractions in one place, so speckled noise from too few light paths is easy to see. Cycles estimates light paths for each pixel. With default Adaptive Sampling, Max Samples and Noise Threshold at Render Properties ▸ Sampling ▸ Render work together to stop sampling early.
In Python, change scene.cycles.samples. Because Adaptive Sampling normally treats it as a maximum, the demo sets scene.cycles.use_adaptive_sampling=False to compare exactly 1, 8, and 32 samples. It keeps the HDRI, glass sphere, colored blocks, and seed fixed. EEVEE uses scene.eevee.taa_render_samples instead.
With Adaptive Sampling disabled, Cycles traces the requested count, so more samples generally reduce noise at the cost of time. With the default enabled, Noise Threshold can stop early, so actual samples may remain below Max Samples. Inspect dark areas, reflections, glass, and indirect light for remaining noise.
When to use
Raise samples when a Cycles render shows speckled noise. Use a low count for previews and judge final quality by the image and render time.