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K-CyclesX and K-Cycles RTX 2021

$36.75
16 ratings

What is K-CyclesX?

K-CyclesX is a highly optimized custom build of Cycles-X render engine and realtime viewport effects for Blender. It is fully compatible with Cycles and designed for Nvidia GPUs. Features include:

  • Viewport preview renders up to 2x faster.

  • New Ultra Denoiser with the latest Intel denoiser technology and multi pass for clean and super sharp images.

  • Ultra Denoiser works inside Blender without needing the compositor and has great performance avoiding complicated compositor nodes.

  • Even faster renders using intelligent scene and settings optimizations preset modes with higher K-CyclesX performance while still maintaining good image quality.

  • Amazing viewport Post FX including BLOOM effects, FLARES with glare, anamorphic and ghosts, Tone Mapping and Lens effects that elevates your art to the next level.

  • All K-CyclesX Post FX effects are animation ready with all the settings fully keyable and with previews on the viewport.

  • The K-CyclesX Post FX effects can be done in the viewport or final render both in GPU or CPU.

  • Cycles and Cycles-X image quality with less render noise.

  • Fully compatible with Cycles, Cycles-X and all Blender addons.

  • Regular stable release and alpha builds updates with the latest features from the Blender.

  • One version optimized for both Optix and Cuda.

  • Easy to use without the need of changing Cycles settings for fast performance.

Speed up your CyclesX rendering up to 2X!

Hi, I’m Eric Klein. Some of you may know me from the Blender forums and my focus on creating the most photo-realistic renders possible in EEVEE and Cycles.

I have spent a lot of time on how best to obtain near photo results, with the purpose of speeding up my Archviz interior renders with EEVEE and Cycles. I found Cycles renders to always be better. And of course with Cycles, it’s mostly just pointing the camera and taking a picture– no elaborate steps necessary.

So, for the past two years, I’ve set about creating my own version of Blender, and relentless testing using various settings and optimizations, all focused towards creating a blazing fast Cycles and now Cycles-X rendering, and in many cases it can even compete with EEVEE render times.


Who is it for?

K-CyclesX is for Blender users who want to speed up their Cycles-X renderings and improve image quality using the best ultra denoiser and viewport/final render Post FX effects. With it’s automatic “K-CyclesX Intelligence,” it is a breeze to use and needs virtually no ramp up time. Just launch it and start rendering. And there are a number of non-destructive presets to work with as well.

K-CyclesX is tested with many of the top addons, including Hard Ops, Boxcutter, KIT OPS, SYNTH and many others. It is updated regularly and includes updates to the latest alpha releases.

Why K-CyclesX?

Of course speed of renderings and animations. Noise free and very sharp images using the “Ultra Denoiser”. Real-time Post FX effects in the viewport and final render like BLOOM and Tone Mapping help bring your art to the next level with ease and immediate results. Plans for adding even more features to the K-CyclesX engine. Stay tuned!

Consider the chart below where we compare K-CyclesX to the latest Cycles-X build of Blender, and we’ve thrown in a comparison to E-Cycles 7 as well. Tests done with the same render samples, noise pattern values, transparent shadows and defaults. You’ll see K-Cycles up to 2x faster than CyclesX and E-Cycles 7.


Look at the superb viewport render preview K-CyclesX performance comparison done with a maximized viewport. Using the same viewport samples (500), noise pattern values, transparent shadows and defaults.


How does K-CyclesX work?

There are many “under-the-hood” changes to help speed up the K-Cycles-X engine. Faster SOBOL sampling and increasing GPU utilization usage. Another area K-CyclesX shines is with it’s intelligent preset modes.

When you press the render button in K-Cycles, our intelligent processes analyze the current scene and settings to create a set of optimizations which create significant speed increases with little to no degradation in image quality.

What is K-CyclesX Ultra Denoiser

  • New Ultra Denoiser with the latest Intel denoising technology.

  • Multi pass feature for noise free and very sharp detail.

  • Has amazing detail at very low render samples.

  • Artifact free and smooth volumetrics.

  • Works inside Blender without needing the compositor.

  • Has great performance avoiding complicated compositor nodes.

What is K-Cycles Flares

  • K-Cycles Flares is the only Cycles lens flare implementation in the viewport.

  • Lens flare types include glare, anamorphic and ghosts effects.

  • Flares are physically based on light brightness, size and color.

  • K-Cycles Flares have many artistic controls to create all types of amazing flare effects.

  • Animation ready with all the settings fully keyable and with previews on the viewport.

  • Works with Cycles "Sky Texture” like Nishita and others, commercial sky addons, HDRI’s, or real and emission lights.

  • EASY to use and design to give great results without the need of Photoshop or compositor.

Ultra Denoiser

Using the best denoiser technology with the addition of Multi Pass. Get great results without the compositor. Noise free and sharp images at very low render samples save valuable rendering time. High quality volumetrics and great performance inside Blender.

Example of the Dark Interior by Entity Designer.

Denoise with Cycles-X at 9 render samples:

Using “Ultra Denoiser” with Multi Pass at 9 render samples:

Example of volumetrics from the Hall Scene by GREEZEBEAR.

Denoise with Cycles-X at 16 render samples:


Using “Ultra Denoiser” with Multi Pass at 16 render samples:

Flares effects on Cycles viewport preview and final render!

Dynamically interact with the scene in the viewport. Adjusting quickly the lens flare settings with fast performance in the preview render viewport. Create great lens flare effects as seen in movies, tv shows or photographic stills. Improve the visual quality with realism to your art with Flares effects with speed and ease of use. The Flares settings have the most useful options that are needed for your image to stand out or have the final polish without the need of Photoshop or compositor right in the viewport.

Vanke Future by 3D Shaker - Render with K-Cycles Flares and Bloom:

BMW scene K-Cycles Flares and Bloom:


What is K-Cycles Lens

K-Cycles Lens is the only Cycles Lens effects implementation in the viewport.

Lens allow you to add realism to your scene with lens and photographic effects.

EASY to use and design to give great results without the need of Photoshop or compositor.

Lens effects on Cycles viewport preview and final render!

Dynamically interact with the scene in the viewport. Adjusting quickly the Lens settings with fast performance in the preview render viewport. Improve the visual quality by adding lens and photographic effects with imperfections to your scene. Add a new level of realism with Lens effects with speed and ease of use. The Lens settings have the most useful options that are needed for your image to stand out or have the final polish without the need of Photoshop or compositor right in the viewport.

“Monster Under the Bed” scene by Metin Seven adjusted with K-Cycles Tone Mapping and Lens effects with distortion, chromatic aberration, vignette and film grain for a more photographic and realistic image:

Video of K-Cycles Lens Effects:


What is K-Cycles Tone Mapping

K-Cycles Tone Mapping is the only Cycles Tone Mapping implementation in the viewport.

Tone Mapping controls allows you to create a more dynamic scene or change the mood of the scene in no time.

EASY to use and design to give great results without the need of Photoshop or compositor.

Tone Mapping effects on Cycles viewport preview and final render!

Dynamically interact with the scene in the viewport. Adjusting quickly the Tone Mapping settings with fast performance in the preview render viewport. Improve the visual quality or change the mood of your scene with Tone Mapping effects with speed and ease of use. The Tone Mapping settings have the most useful options that are needed for your image to stand out or have the final polish without the need of Photoshop or compositor right in the viewport.

Pavillon scene adjusted to a warmer tone and and vivid colors with K-Cycles tone mapping:

Video of K-Cycles Tone Mapping:


What is K-Cycles Bloom

  • K-Cycles Bloom is the only Cycles implementation of Bloom in the viewpoint.

  • BETTER implementation of Bloom than the compositor, many more controls for manipulating your bloom PLUS more accurate bloom as well.

  • EASY to use and works just like you would expect.

Bloom effects on Cycles viewport preview and final render!

A feature that Eevee users have used and enjoyed is now available with K-Cycles. Dynamically interact with the scene in the viewport. Adjusting quickly the Bloom settings with fast performance in the preview render viewport. Creating beautiful Bloom effects in no time. The Bloom settings has all the options that are needed to design and easily create and customize your Bloom effect.

Higher quality than Eevee. Eevee blurs and loses the light definition. See below:

Eevee Bloom:

K-Cycles Bloom:

Chipp Walters (chippwalters) KIT OPS, SYNTH, BEVEL, BATCH, SMART SKETCH, CHALK STYLE PRO, QUICK SHOT, EEVEE Materials System and SIMPLE TABS creator

"Bloom is always so hard to get just right in post. Now, you can achieve superior results in the viewport!" -- Chipp Walters

Bloom Render Images without compositor

Vanke Future by 3D Shaker - Render with K-Cycles and Bloom

Splash Fox by Daniel Bystedt - Render with K-Cycles and Bloom


What the Artists Say

Jerry Perkins (masterxeon1001) hardOps and boxcutter creator

“K-Cycles provides an alternative way to utilize the power of the RTX in ways vanilla Cycles cannot. From the moment you begin rendering with it you’ll notice an immense difference in speed and performance. I am proud of the work that has gone into optimizing such a classic renderer. Even in a post EEVEE work Cycles can prove itself competitive and giving a result that just can’t be matched. And with K-Cycles you’ll get there in a fraction of the time”

Chipp Walters (chippwalters) KIT OPS, SYNTH, BEVEL, BATCH, SMART SKETCH, CHALK STYLE PRO, QUICK SHOT, EEVEE Materials System and SIMPLE TABS creator

“I created the very first course on Interior Rendering with EEVEE, and what luck it was to have Eric as a beta tester. There is no one who knows more about Interior Rendering in Blender, both EEVEE and Cycles, than Eric. His technical expertise is unsurpassed. So, when he asked me to test K-Cycles, I jumped at the chance. Most will tell you I almost always render in EEVEE– but not anymore. I can’t believe the speed increases I now have rendering in K-Cycles. It’s a must have for any serious Blender artist!”

Andrew Markert (GREEZYBEAR) KPACKS creator:

“K-Cycles has been an awesome addition to my workflow by utilizing my GPU in order to render Cycles. I have a Nvidia RTX Titan graphics card and this is such a LEAP from CPU rendering to now GPU rendering! My render times have increased 3-4x faster than my current Blender 2.91. I feel this is a solid build and runs very smoothly. The image quality is also better to me and the viewport display has much more detail in it when in dev and render views. I am seriously impressed with the render times in K-Cycles and would definitely recommend this to anyone who loves to use the GPU for rendering!”

Artists Render Images

Here are examples of images rendered in K-Cycles.

Evermotion vol.49 render with K-Cycles

Evermotion vol.50 render with K-Cycles

Evermotion vol.54 render with K-Cycles

Andrew Markert

Getting Started

System Requirements

  • Only Windows is supported at this time.

  • GPU rendering best performance with Nvidia 30x, 20x, or 10x series.

  • CPU rendering supported but without the large GPU speed improvements.

  • CPU supported for the “Ultra Denoiser” and Post FX.

Installation

  • Unpack the K-CyclesX and K-Cycles in any desired location.

  • Create a desktop shortcut or run directly the ”blender.exe”.

Setup

1. Install the latest Nvidia drivers and reboot the computer.

2.  Go to Edit->Preferences->System->Device select “OptiX” make sure to turn off the CPU.

3. Under “Render Properties” select the “Cycles” render engine.

4. Select “GPU Compute” device.

5. Using a 4K or high resolution monitor change Performance->Viewport->Pixel Size to 1x.

The steps below are only for legacy K-Cycles:

6. Below the Sampling->Denoising->Viewport select “Automatic/Optix”.

7. K-Cycles use large tiles so make sure to leave "Auto Tile Size" turn On(Default) below the "Performance" section.

8. Do not use Blenders “Auto Tile Size” Add-on. It conflicts with K-Cycles “Auto Tile Size” feature.

9. The render window is not updated until the render is finished for maximum performance. It may take a while with high render samples or complex scenes.


Troubleshooting

1. Do I clean install first by deleting your C:\Users\XXXX\AppData\Roaming\Blender Foundation\Blender\2.93 or 3.00" folder. Then unzip and run "Blender.exe".

2. There have been times when the first time running K-CyclesX the Nvidia Opitx kernel needs to compile and takes a few minutes. Let it finish. It is only done once. After that it should be fine.

3.Try the BMW scene at 100% output should notice performance improvement using K-CyclesX.

The step below are only for legacy K-Cycles:

4. Leave the "Auto Tile Size" On. Large tile size are necessary for K-Cycles to achieve 100% GPU utilization and performance.

GPU Memory Tips

K-Cycles can use slightly more GPU memory for its performance optimization. Large scenes that do not fit in the available GPU memory will get an “Optix” error. Here are some tips.

1. If the viewport preview render is active, switch it to solid mode before doing a final render. It can cut the GPU memory usage in half!!

2. Check the current available GPU memory using GPU-Z utility or Task Manager under the performance->GPU section.

3. Close other applications that are using GPU memory.

4. Run K-Cycles from the command line. No UI reduces the use of GPU memory. See docs at: https://docs.blender.org/manual/en/latest/advanced/command_line/render.html.

5. K-CyclesX Ultra Denoiser Multi-Pass is going to use more memory to store all the passes to get the best denoising quality. If very low in GPU memory can turn this option off.

6. If unable to “Simplify” the scene like described below and low GPU memory, changing the K-CyclesX GPU Boost from "Max" to "High" will reduce GPU memory with slightly reduced rendering performance. Or go to "None" and won't use any more than standard cycles-x and still faster render than cycles-x, but noticeably less than "High" or "Max".

7. In the render options in the "Simplify" section use "Texture Limit" to something like 1024 or 2048. If the scene contains mesh objects with subdivision, reduce the "Max Subdivision" to 2 or 1. Last when using particles, reduce "Child Particles" to 0.5. Do both for the "Viewport and "Render".

8. Another option for better control without "Simplify" is to manually change object geometry subdivision and particle total count. Geometry objects using "Subdivision'' reduce up to level to 1. If using particles, reduce their amount.

9. Look at reducing the size of HDR.

10. Instead of using "Simplify" for texture limits, reduce manually the size of texture image files for better image quality. Keeping important textures at higher resolution. I have used the free version of ImBatch, a great utility. Go to the texture folder and sort by size/resolution and drop the large files into ImBatch and resize. Then with Imbatch(free) I drag all the images that don't need closeup or are not important and resize them to 1kx1k or 2kx2k. Also HDR can be resized and save a lot of memory.

11. If using micro displacements try increasing subdivision "Dicing Rate Render" to 1.00px.

12. The key is to reduce as much as possible for things that are not critical for the scene image quality. It takes some time, but these tips can reduce the memory dramatically for many large scenes to make it possible to fit in the available memory of the GPU.

Support

Get support through the vendor or visit us on Discord at https://discord.gg/XTPB8tcase


Using K-Cycles

The different K-Cycles Modes:

1. Default - (Highest Quality), K-CyclesX performance with highest quality without presets.

2. Medium - (with presets), Faster K-CyclesX performance with intelligent rendering presets.

3. Fast - (with presets), Fastest K-CyclesX performance with intelligent rendering presets.

4. Manual, K-CyclesX performance needs to adjust manually the settings.

The different GPU Boost:

1. Max - (Maximum boost), Maximum GPU boost, use more memory and maximum rendering performance..

2. High - (High boost), High GPU boost, use slightly more memory and high rendering performance. At about 90%-95% performance compared to “Max” boost.

3. None - (No boost), No GPU boost, least memory use and good rendering performance.

Faster Viewport Updates & Navigation:

Faster viewport updates, navigation and responsiveness but, will lose viewport rendering performance. Turn ON when viewport rendering updates are needed often. Useful also, when moving scene objects, adjusting camera view, etc or navigating too different areas of the scene in the viewport. Turn OFF when the viewport is static and are adjusting materials, properties, etc.

K-CyclesX Ultra Denoiser

1. Multi Pass: Use multiple passes denoising to achieve the highest quality.

2. Transmission: If using “Multi Pass” enable glass/transparency is used in the scene.

3. Volumetrics: If using “Multi Pass” enable when volumetrics is used in the scene.

4. Individual Passes: Individual enabled light passes are denoise. Will take more time, denoised light passes can be used in the compositor or image editing application.

5. Prefilter: “None” for improving detail and it is faster. If the albedo and normal passes are noisy then “Accurate” will prefilter guiding passes before denoising it can avoid image artifacts at the expense of some loss in detail and slower denoising. “Fast” will lose the most detail and faster. Recommended setting is “None”, unless image denoiser artifacts show, then use “Accurate”.

6. Input Passes: Passes used by the denoiser to distinguish noise from shader and geometry detail. The Recommended setting is “Color + Albeado +Normal”

K-Cycles Post FX

All the K-CyclesX effects are applied at the end of the viewport render preview samples. After preview render stops adjusting any effects settings is immediate. Viewport/Final rendering for K-CyclesX Post FX effects does work with CPU/GPU with/without any denoiser. The post fx effects are applied before the compositor. Legacy K-Cycles post fx effects in the preview viewport render requires “Optix” denoiser to be enabled.


K-Cycles Post FX Presets

K-Cycles Post FX presets are like other presets in Blender. On the right of the Post FX header or individual effects like Bloom or other effects is the preset button. The Post FX preset button adjusts the settings for all the Post FX. The other individual effects presets settings are specific to that effect only. There already is a "Default" preset to reset the settings or create a new preset with the "+" or delete a preset with "-". To apply a preset click on preset name. The effect values apply immediately on preview render without restarting the render and the preset window stays open. Can have many presets and quickly switch between them. These presets can be saved and shared with other users. See picture below:

K-Cycles Post FX Transparency

K-Cycles Post FX transparency with Film->Transparent is supported with all the effects. Great for decal, sprites, animation, parallax and others. Make sure to use “OpenEXR” file save format with “RGBA” color and color depth float(Half) is enough. This format captures the full dynamic range of the effects.

K-Cycles Bloom

Settings

1. Threshold: Filters out pixels under this level of brightness.

2. Blend: Blend the bloom effect into the scene.

3. Size: Bloom spread distance.

4. Intensity: Intensity of the bloom.

5. Color: Color applied to the bloom effect.

6. Clamp: Maximum intensity a bloom pixel can have (0 to disabled).

K-Cycles Flares

Settings:

1. Threshold: Filters out pixels under this level of brightness.

2. Blend: Blend the flares effect into the scene.

Glare

1. Power: Size and intensity of the glare flare.

2. Rays: Number of rays for the glare.

3. Rotation: Angle of rotation of the glare flare.

4. Thin Level: Reduces the thickness of the glare rays.

5. Intensity: Intensity of the glare flare.

6. Color Shift: Color variation to the glare flare.

7. Color Tint: Adjust the overall color tint of the glare flare.

8. Softness: Softness level of the glare flare.

Anamorphic

1. Power: Size and intensity of the anamorphic flare.

2. Rotation: Angle of rotation of the anamorphic flare.

3. Thin Level: Reduces the thickness of the anamorphic flare.

4. Intensity: Intensity of the anamorphic flare.

5. Color Shift: Color variation to the anamorphic flare.

6. Color Tint: Adjust the overall color tint of the anamorphic flare.

7. Softness: Softness level of the anamorphic flare.

Ghosts

1. Intensity: Intensity of the ghosts flare.

2. Color Shift: Color variation to the ghosts flare.

3. Color Tint: Adjust the overall color tint of the ghosts flare.

K-Cycles Tone Mapping

Settings:

1. Exposure: Controls the overall exposure of the image.

2. Contrast: Adjust the contrast of the image.

3. Highlight: Adjusts the bright image areas.

4. Shadows: Adjusts dark image areas.

5. Saturation: Adjusts the amount of color saturation of the render.

6. White Balance: Controls the white balance of the image.

7. Color Tint: Adjust the overall color tint of the image.

8. Blur: Adjust the amount of blur on the image.

9. Sharpen: Adjust the amount of sharpening on the image.


K-Cycles Lens

Settings:

1. Distortion: Adjust a bulging or pinching effect from the center of the image.

2. Axial CA: Adjust Axial chromatic aberration variation in the length of each wavelength of light.

3. Lateral CA: Adjusts Lateral Chromatic Aberration color fringing. It only affects the edges of the image.

4. Vignette Intensity: Adjusts reduction of the image brightness toward the periphery of the image.

5. Vignette Size: Adjusts the size of the vignetting.

6. Film Grain: Add photographic grain/noise to the image.

$36.75

K-CyclesX and K-Cycles RTX 2021

What is K-CyclesX?

K-CyclesX is a highly optimized custom build of Cycles-X render engine and realtime viewport effects for Blender. It is fully compatible with Cycles and designed for Nvidia GPUs. Features include:

  • Viewport preview renders up to 2x faster.

  • New Ultra Denoiser with the latest Intel denoiser technology and multi pass for clean and super sharp images.

  • Ultra Denoiser works inside Blender without needing the compositor and has great performance avoiding complicated compositor nodes.

  • Even faster renders using intelligent scene and settings optimizations preset modes with higher K-CyclesX performance while still maintaining good image quality.

  • Amazing viewport Post FX including BLOOM effects, FLARES with glare, anamorphic and ghosts, Tone Mapping and Lens effects that elevates your art to the next level.

  • All K-CyclesX Post FX effects are animation ready with all the settings fully keyable and with previews on the viewport.

  • The K-CyclesX Post FX effects can be done in the viewport or final render both in GPU or CPU.

  • Cycles and Cycles-X image quality with less render noise.

  • Fully compatible with Cycles, Cycles-X and all Blender addons.

  • Regular stable release and alpha builds updates with the latest features from the Blender.

  • One version optimized for both Optix and Cuda.

  • Easy to use without the need of changing Cycles settings for fast performance.

Speed up your CyclesX rendering up to 2X!

Hi, I’m Eric Klein. Some of you may know me from the Blender forums and my focus on creating the most photo-realistic renders possible in EEVEE and Cycles.

I have spent a lot of time on how best to obtain near photo results, with the purpose of speeding up my Archviz interior renders with EEVEE and Cycles. I found Cycles renders to always be better. And of course with Cycles, it’s mostly just pointing the camera and taking a picture– no elaborate steps necessary.

So, for the past two years, I’ve set about creating my own version of Blender, and relentless testing using various settings and optimizations, all focused towards creating a blazing fast Cycles and now Cycles-X rendering, and in many cases it can even compete with EEVEE render times.


Who is it for?

K-CyclesX is for Blender users who want to speed up their Cycles-X renderings and improve image quality using the best ultra denoiser and viewport/final render Post FX effects. With it’s automatic “K-CyclesX Intelligence,” it is a breeze to use and needs virtually no ramp up time. Just launch it and start rendering. And there are a number of non-destructive presets to work with as well.

K-CyclesX is tested with many of the top addons, including Hard Ops, Boxcutter, KIT OPS, SYNTH and many others. It is updated regularly and includes updates to the latest alpha releases.

Why K-CyclesX?

Of course speed of renderings and animations. Noise free and very sharp images using the “Ultra Denoiser”. Real-time Post FX effects in the viewport and final render like BLOOM and Tone Mapping help bring your art to the next level with ease and immediate results. Plans for adding even more features to the K-CyclesX engine. Stay tuned!

Consider the chart below where we compare K-CyclesX to the latest Cycles-X build of Blender, and we’ve thrown in a comparison to E-Cycles 7 as well. Tests done with the same render samples, noise pattern values, transparent shadows and defaults. You’ll see K-Cycles up to 2x faster than CyclesX and E-Cycles 7.


Look at the superb viewport render preview K-CyclesX performance comparison done with a maximized viewport. Using the same viewport samples (500), noise pattern values, transparent shadows and defaults.


How does K-CyclesX work?

There are many “under-the-hood” changes to help speed up the K-Cycles-X engine. Faster SOBOL sampling and increasing GPU utilization usage. Another area K-CyclesX shines is with it’s intelligent preset modes.

When you press the render button in K-Cycles, our intelligent processes analyze the current scene and settings to create a set of optimizations which create significant speed increases with little to no degradation in image quality.

What is K-CyclesX Ultra Denoiser

  • New Ultra Denoiser with the latest Intel denoising technology.

  • Multi pass feature for noise free and very sharp detail.

  • Has amazing detail at very low render samples.

  • Artifact free and smooth volumetrics.

  • Works inside Blender without needing the compositor.

  • Has great performance avoiding complicated compositor nodes.

What is K-Cycles Flares

  • K-Cycles Flares is the only Cycles lens flare implementation in the viewport.

  • Lens flare types include glare, anamorphic and ghosts effects.

  • Flares are physically based on light brightness, size and color.

  • K-Cycles Flares have many artistic controls to create all types of amazing flare effects.

  • Animation ready with all the settings fully keyable and with previews on the viewport.

  • Works with Cycles "Sky Texture” like Nishita and others, commercial sky addons, HDRI’s, or real and emission lights.

  • EASY to use and design to give great results without the need of Photoshop or compositor.

Ultra Denoiser

Using the best denoiser technology with the addition of Multi Pass. Get great results without the compositor. Noise free and sharp images at very low render samples save valuable rendering time. High quality volumetrics and great performance inside Blender.

Example of the Dark Interior by Entity Designer.

Denoise with Cycles-X at 9 render samples:

Using “Ultra Denoiser” with Multi Pass at 9 render samples:

Example of volumetrics from the Hall Scene by GREEZEBEAR.

Denoise with Cycles-X at 16 render samples:


Using “Ultra Denoiser” with Multi Pass at 16 render samples:

Flares effects on Cycles viewport preview and final render!

Dynamically interact with the scene in the viewport. Adjusting quickly the lens flare settings with fast performance in the preview render viewport. Create great lens flare effects as seen in movies, tv shows or photographic stills. Improve the visual quality with realism to your art with Flares effects with speed and ease of use. The Flares settings have the most useful options that are needed for your image to stand out or have the final polish without the need of Photoshop or compositor right in the viewport.

Vanke Future by 3D Shaker - Render with K-Cycles Flares and Bloom:

BMW scene K-Cycles Flares and Bloom:


What is K-Cycles Lens

K-Cycles Lens is the only Cycles Lens effects implementation in the viewport.

Lens allow you to add realism to your scene with lens and photographic effects.

EASY to use and design to give great results without the need of Photoshop or compositor.

Lens effects on Cycles viewport preview and final render!

Dynamically interact with the scene in the viewport. Adjusting quickly the Lens settings with fast performance in the preview render viewport. Improve the visual quality by adding lens and photographic effects with imperfections to your scene. Add a new level of realism with Lens effects with speed and ease of use. The Lens settings have the most useful options that are needed for your image to stand out or have the final polish without the need of Photoshop or compositor right in the viewport.

“Monster Under the Bed” scene by Metin Seven adjusted with K-Cycles Tone Mapping and Lens effects with distortion, chromatic aberration, vignette and film grain for a more photographic and realistic image:

Video of K-Cycles Lens Effects:


What is K-Cycles Tone Mapping

K-Cycles Tone Mapping is the only Cycles Tone Mapping implementation in the viewport.

Tone Mapping controls allows you to create a more dynamic scene or change the mood of the scene in no time.

EASY to use and design to give great results without the need of Photoshop or compositor.

Tone Mapping effects on Cycles viewport preview and final render!

Dynamically interact with the scene in the viewport. Adjusting quickly the Tone Mapping settings with fast performance in the preview render viewport. Improve the visual quality or change the mood of your scene with Tone Mapping effects with speed and ease of use. The Tone Mapping settings have the most useful options that are needed for your image to stand out or have the final polish without the need of Photoshop or compositor right in the viewport.

Pavillon scene adjusted to a warmer tone and and vivid colors with K-Cycles tone mapping:

Video of K-Cycles Tone Mapping:


What is K-Cycles Bloom

  • K-Cycles Bloom is the only Cycles implementation of Bloom in the viewpoint.

  • BETTER implementation of Bloom than the compositor, many more controls for manipulating your bloom PLUS more accurate bloom as well.

  • EASY to use and works just like you would expect.

Bloom effects on Cycles viewport preview and final render!

A feature that Eevee users have used and enjoyed is now available with K-Cycles. Dynamically interact with the scene in the viewport. Adjusting quickly the Bloom settings with fast performance in the preview render viewport. Creating beautiful Bloom effects in no time. The Bloom settings has all the options that are needed to design and easily create and customize your Bloom effect.

Higher quality than Eevee. Eevee blurs and loses the light definition. See below:

Eevee Bloom:

K-Cycles Bloom:

Chipp Walters (chippwalters) KIT OPS, SYNTH, BEVEL, BATCH, SMART SKETCH, CHALK STYLE PRO, QUICK SHOT, EEVEE Materials System and SIMPLE TABS creator

"Bloom is always so hard to get just right in post. Now, you can achieve superior results in the viewport!" -- Chipp Walters

Bloom Render Images without compositor

Vanke Future by 3D Shaker - Render with K-Cycles and Bloom

Splash Fox by Daniel Bystedt - Render with K-Cycles and Bloom


What the Artists Say

Jerry Perkins (masterxeon1001) hardOps and boxcutter creator

“K-Cycles provides an alternative way to utilize the power of the RTX in ways vanilla Cycles cannot. From the moment you begin rendering with it you’ll notice an immense difference in speed and performance. I am proud of the work that has gone into optimizing such a classic renderer. Even in a post EEVEE work Cycles can prove itself competitive and giving a result that just can’t be matched. And with K-Cycles you’ll get there in a fraction of the time”

Chipp Walters (chippwalters) KIT OPS, SYNTH, BEVEL, BATCH, SMART SKETCH, CHALK STYLE PRO, QUICK SHOT, EEVEE Materials System and SIMPLE TABS creator

“I created the very first course on Interior Rendering with EEVEE, and what luck it was to have Eric as a beta tester. There is no one who knows more about Interior Rendering in Blender, both EEVEE and Cycles, than Eric. His technical expertise is unsurpassed. So, when he asked me to test K-Cycles, I jumped at the chance. Most will tell you I almost always render in EEVEE– but not anymore. I can’t believe the speed increases I now have rendering in K-Cycles. It’s a must have for any serious Blender artist!”

Andrew Markert (GREEZYBEAR) KPACKS creator:

“K-Cycles has been an awesome addition to my workflow by utilizing my GPU in order to render Cycles. I have a Nvidia RTX Titan graphics card and this is such a LEAP from CPU rendering to now GPU rendering! My render times have increased 3-4x faster than my current Blender 2.91. I feel this is a solid build and runs very smoothly. The image quality is also better to me and the viewport display has much more detail in it when in dev and render views. I am seriously impressed with the render times in K-Cycles and would definitely recommend this to anyone who loves to use the GPU for rendering!”

Artists Render Images

Here are examples of images rendered in K-Cycles.

Evermotion vol.49 render with K-Cycles

Evermotion vol.50 render with K-Cycles

Evermotion vol.54 render with K-Cycles

Andrew Markert

Getting Started

System Requirements

  • Only Windows is supported at this time.

  • GPU rendering best performance with Nvidia 30x, 20x, or 10x series.

  • CPU rendering supported but without the large GPU speed improvements.

  • CPU supported for the “Ultra Denoiser” and Post FX.

Installation

  • Unpack the K-CyclesX and K-Cycles in any desired location.

  • Create a desktop shortcut or run directly the ”blender.exe”.

Setup

1. Install the latest Nvidia drivers and reboot the computer.

2.  Go to Edit->Preferences->System->Device select “OptiX” make sure to turn off the CPU.

3. Under “Render Properties” select the “Cycles” render engine.

4. Select “GPU Compute” device.

5. Using a 4K or high resolution monitor change Performance->Viewport->Pixel Size to 1x.

The steps below are only for legacy K-Cycles:

6. Below the Sampling->Denoising->Viewport select “Automatic/Optix”.

7. K-Cycles use large tiles so make sure to leave "Auto Tile Size" turn On(Default) below the "Performance" section.

8. Do not use Blenders “Auto Tile Size” Add-on. It conflicts with K-Cycles “Auto Tile Size” feature.

9. The render window is not updated until the render is finished for maximum performance. It may take a while with high render samples or complex scenes.


Troubleshooting

1. Do I clean install first by deleting your C:\Users\XXXX\AppData\Roaming\Blender Foundation\Blender\2.93 or 3.00" folder. Then unzip and run "Blender.exe".

2. There have been times when the first time running K-CyclesX the Nvidia Opitx kernel needs to compile and takes a few minutes. Let it finish. It is only done once. After that it should be fine.

3.Try the BMW scene at 100% output should notice performance improvement using K-CyclesX.

The step below are only for legacy K-Cycles:

4. Leave the "Auto Tile Size" On. Large tile size are necessary for K-Cycles to achieve 100% GPU utilization and performance.

GPU Memory Tips

K-Cycles can use slightly more GPU memory for its performance optimization. Large scenes that do not fit in the available GPU memory will get an “Optix” error. Here are some tips.

1. If the viewport preview render is active, switch it to solid mode before doing a final render. It can cut the GPU memory usage in half!!

2. Check the current available GPU memory using GPU-Z utility or Task Manager under the performance->GPU section.

3. Close other applications that are using GPU memory.

4. Run K-Cycles from the command line. No UI reduces the use of GPU memory. See docs at: https://docs.blender.org/manual/en/latest/advanced/command_line/render.html.

5. K-CyclesX Ultra Denoiser Multi-Pass is going to use more memory to store all the passes to get the best denoising quality. If very low in GPU memory can turn this option off.

6. If unable to “Simplify” the scene like described below and low GPU memory, changing the K-CyclesX GPU Boost from "Max" to "High" will reduce GPU memory with slightly reduced rendering performance. Or go to "None" and won't use any more than standard cycles-x and still faster render than cycles-x, but noticeably less than "High" or "Max".

7. In the render options in the "Simplify" section use "Texture Limit" to something like 1024 or 2048. If the scene contains mesh objects with subdivision, reduce the "Max Subdivision" to 2 or 1. Last when using particles, reduce "Child Particles" to 0.5. Do both for the "Viewport and "Render".

8. Another option for better control without "Simplify" is to manually change object geometry subdivision and particle total count. Geometry objects using "Subdivision'' reduce up to level to 1. If using particles, reduce their amount.

9. Look at reducing the size of HDR.

10. Instead of using "Simplify" for texture limits, reduce manually the size of texture image files for better image quality. Keeping important textures at higher resolution. I have used the free version of ImBatch, a great utility. Go to the texture folder and sort by size/resolution and drop the large files into ImBatch and resize. Then with Imbatch(free) I drag all the images that don't need closeup or are not important and resize them to 1kx1k or 2kx2k. Also HDR can be resized and save a lot of memory.

11. If using micro displacements try increasing subdivision "Dicing Rate Render" to 1.00px.

12. The key is to reduce as much as possible for things that are not critical for the scene image quality. It takes some time, but these tips can reduce the memory dramatically for many large scenes to make it possible to fit in the available memory of the GPU.

Support

Get support through the vendor or visit us on Discord at https://discord.gg/XTPB8tcase


Using K-Cycles

The different K-Cycles Modes:

1. Default - (Highest Quality), K-CyclesX performance with highest quality without presets.

2. Medium - (with presets), Faster K-CyclesX performance with intelligent rendering presets.

3. Fast - (with presets), Fastest K-CyclesX performance with intelligent rendering presets.

4. Manual, K-CyclesX performance needs to adjust manually the settings.

The different GPU Boost:

1. Max - (Maximum boost), Maximum GPU boost, use more memory and maximum rendering performance..

2. High - (High boost), High GPU boost, use slightly more memory and high rendering performance. At about 90%-95% performance compared to “Max” boost.

3. None - (No boost), No GPU boost, least memory use and good rendering performance.

Faster Viewport Updates & Navigation:

Faster viewport updates, navigation and responsiveness but, will lose viewport rendering performance. Turn ON when viewport rendering updates are needed often. Useful also, when moving scene objects, adjusting camera view, etc or navigating too different areas of the scene in the viewport. Turn OFF when the viewport is static and are adjusting materials, properties, etc.

K-CyclesX Ultra Denoiser

1. Multi Pass: Use multiple passes denoising to achieve the highest quality.

2. Transmission: If using “Multi Pass” enable glass/transparency is used in the scene.

3. Volumetrics: If using “Multi Pass” enable when volumetrics is used in the scene.

4. Individual Passes: Individual enabled light passes are denoise. Will take more time, denoised light passes can be used in the compositor or image editing application.

5. Prefilter: “None” for improving detail and it is faster. If the albedo and normal passes are noisy then “Accurate” will prefilter guiding passes before denoising it can avoid image artifacts at the expense of some loss in detail and slower denoising. “Fast” will lose the most detail and faster. Recommended setting is “None”, unless image denoiser artifacts show, then use “Accurate”.

6. Input Passes: Passes used by the denoiser to distinguish noise from shader and geometry detail. The Recommended setting is “Color + Albeado +Normal”

K-Cycles Post FX

All the K-CyclesX effects are applied at the end of the viewport render preview samples. After preview render stops adjusting any effects settings is immediate. Viewport/Final rendering for K-CyclesX Post FX effects does work with CPU/GPU with/without any denoiser. The post fx effects are applied before the compositor. Legacy K-Cycles post fx effects in the preview viewport render requires “Optix” denoiser to be enabled.


K-Cycles Post FX Presets

K-Cycles Post FX presets are like other presets in Blender. On the right of the Post FX header or individual effects like Bloom or other effects is the preset button. The Post FX preset button adjusts the settings for all the Post FX. The other individual effects presets settings are specific to that effect only. There already is a "Default" preset to reset the settings or create a new preset with the "+" or delete a preset with "-". To apply a preset click on preset name. The effect values apply immediately on preview render without restarting the render and the preset window stays open. Can have many presets and quickly switch between them. These presets can be saved and shared with other users. See picture below:

K-Cycles Post FX Transparency

K-Cycles Post FX transparency with Film->Transparent is supported with all the effects. Great for decal, sprites, animation, parallax and others. Make sure to use “OpenEXR” file save format with “RGBA” color and color depth float(Half) is enough. This format captures the full dynamic range of the effects.

K-Cycles Bloom

Settings

1. Threshold: Filters out pixels under this level of brightness.

2. Blend: Blend the bloom effect into the scene.

3. Size: Bloom spread distance.

4. Intensity: Intensity of the bloom.

5. Color: Color applied to the bloom effect.

6. Clamp: Maximum intensity a bloom pixel can have (0 to disabled).

K-Cycles Flares

Settings:

1. Threshold: Filters out pixels under this level of brightness.

2. Blend: Blend the flares effect into the scene.

Glare

1. Power: Size and intensity of the glare flare.

2. Rays: Number of rays for the glare.

3. Rotation: Angle of rotation of the glare flare.

4. Thin Level: Reduces the thickness of the glare rays.

5. Intensity: Intensity of the glare flare.

6. Color Shift: Color variation to the glare flare.

7. Color Tint: Adjust the overall color tint of the glare flare.

8. Softness: Softness level of the glare flare.

Anamorphic

1. Power: Size and intensity of the anamorphic flare.

2. Rotation: Angle of rotation of the anamorphic flare.

3. Thin Level: Reduces the thickness of the anamorphic flare.

4. Intensity: Intensity of the anamorphic flare.

5. Color Shift: Color variation to the anamorphic flare.

6. Color Tint: Adjust the overall color tint of the anamorphic flare.

7. Softness: Softness level of the anamorphic flare.

Ghosts

1. Intensity: Intensity of the ghosts flare.

2. Color Shift: Color variation to the ghosts flare.

3. Color Tint: Adjust the overall color tint of the ghosts flare.

K-Cycles Tone Mapping

Settings:

1. Exposure: Controls the overall exposure of the image.

2. Contrast: Adjust the contrast of the image.

3. Highlight: Adjusts the bright image areas.

4. Shadows: Adjusts dark image areas.

5. Saturation: Adjusts the amount of color saturation of the render.

6. White Balance: Controls the white balance of the image.

7. Color Tint: Adjust the overall color tint of the image.

8. Blur: Adjust the amount of blur on the image.

9. Sharpen: Adjust the amount of sharpening on the image.


K-Cycles Lens

Settings:

1. Distortion: Adjust a bulging or pinching effect from the center of the image.

2. Axial CA: Adjust Axial chromatic aberration variation in the length of each wavelength of light.

3. Lateral CA: Adjusts Lateral Chromatic Aberration color fringing. It only affects the edges of the image.

4. Vignette Intensity: Adjusts reduction of the image brightness toward the periphery of the image.

5. Vignette Size: Adjusts the size of the vignetting.

6. Film Grain: Add photographic grain/noise to the image.

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  • K-CyclesX and K-Cycles RTX 2021 is optimized for both OptiX and Cuda for Nvidia RTX 30x, RTX 20x, GTX 10x and GTX 9x cards. Includes stable release, beta and the alpha Blender updates for all of 2021 (2.92, 2.93 3.00 currently). Supports Windows .

  • K-CyclesX and K-Cycles RTX 2021 is optimized for both OptiX and Cuda for Nvidia RTX 30x, RTX 20x, GTX 10x and GTX 9x cards. Includes stable release, beta and the alpha Blender updates for all of 2021 (2.92, 2.93 3.00 currently). Supports Windows .

Ratings

5
(16 ratings)
5 stars
100%
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2 stars
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16 ratings
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