Cycles is a raytracing render engine. This means it uses real physics laws to calculate light when rendering a scene. It provides a highly realistic and physically accurate render, although this drastically increases render times. Cycles is the most common render engine chosen in Blender. Eevee is a real-time rendering engine. This means it is not physically accurate, as each ray of light is not individually traced (unlike Cycles), but this massively reduces the rendering time, meaning Eevee can render a scene in ‘real-time’, and the renders take little to no time at all. Eevee can be used for stylised, cartoonish scenes and is more commonly used as a game engine. If you’re working on an old or low-end system, you may consider using Eevee as it is much less taxing on the computer compared to Cycles. Workbench is rarely used for final renders. This is basically the same as the 3D viewport, and doesn’t calculate light. It’s most commonly used for prototype renders, and previews before textures, lighting and detail is added. You’ll most likely disregard Workbench when choosing a rendering engine.

Cycles is a raytracing render engine. This means it uses real physics laws to calculate light when rendering a scene. It provides a highly realistic and physically accurate render, although this drastically increases render times. Cycles is the most common render engine chosen in Blender. Eevee is a real-time rendering engine. This means it is not physically accurate, as each ray of light is not individually traced (unlike Cycles), but this massively reduces the rendering time, meaning Eevee can render a scene in ‘real-time’, and the renders take little to no time at all. Eevee can be used for stylised, cartoonish scenes and is more commonly used as a game engine. If you’re working on an old or low-end system, you may consider using Eevee as it is much less taxing on the computer compared to Cycles. Workbench is rarely used for final renders. This is basically the same as the 3D viewport, and doesn’t calculate light. It’s most commonly used for prototype renders, and previews before textures, lighting and detail is added. You’ll most likely disregard Workbench when choosing a rendering engine.

Cycles is a raytracing render engine. This means it uses real physics laws to calculate light when rendering a scene. It provides a highly realistic and physically accurate render, although this drastically increases render times. Cycles is the most common render engine chosen in Blender. Eevee is a real-time rendering engine. This means it is not physically accurate, as each ray of light is not individually traced (unlike Cycles), but this massively reduces the rendering time, meaning Eevee can render a scene in ‘real-time’, and the renders take little to no time at all. Eevee can be used for stylised, cartoonish scenes and is more commonly used as a game engine. If you’re working on an old or low-end system, you may consider using Eevee as it is much less taxing on the computer compared to Cycles. Workbench is rarely used for final renders. This is basically the same as the 3D viewport, and doesn’t calculate light. It’s most commonly used for prototype renders, and previews before textures, lighting and detail is added. You’ll most likely disregard Workbench when choosing a rendering engine.

Cycles is a raytracing render engine. This means it uses real physics laws to calculate light when rendering a scene. It provides a highly realistic and physically accurate render, although this drastically increases render times. Cycles is the most common render engine chosen in Blender. Eevee is a real-time rendering engine. This means it is not physically accurate, as each ray of light is not individually traced (unlike Cycles), but this massively reduces the rendering time, meaning Eevee can render a scene in ‘real-time’, and the renders take little to no time at all. Eevee can be used for stylised, cartoonish scenes and is more commonly used as a game engine. If you’re working on an old or low-end system, you may consider using Eevee as it is much less taxing on the computer compared to Cycles. Workbench is rarely used for final renders. This is basically the same as the 3D viewport, and doesn’t calculate light. It’s most commonly used for prototype renders, and previews before textures, lighting and detail is added. You’ll most likely disregard Workbench when choosing a rendering engine.

Cycles now has adaptive sampling enabled by default, meaning it will adjust the number of samples for each portion of your render depending on how many samples are needed there, allowing it to spend more time on high-noise areas and less on clearer parts.

Once your image is done rendering, you can either right-click on it and select Save as, or navigate to your ’tmp’ folder and move it from there.