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Blender renders · resolution percentage, encodes and credits checked Nov 2026

Upscale a Blender render — after you have checked the settings

A Blender render's frame size is a render setting, not a property of the scene, and the resolution percentage below it is the single most common reason an animation looks soft. Rendering below full size throws detail away before a file exists, and an upscaler can only guess it back. This page covers when re-rendering is simply the right answer, when a pass is the only answer left, what to encode before submitting, and how the credits are counted.

Test one rendered shotSee credits per minute

Render settings, encode path and credit figures checked November 9, 2026

Run the encoded render through the upscaler

Encode a short, representative slice of the finished animation — the shot that is noisy, soft or smaller than you want to deliver — then upload it as a supported video file or paste a public HTTPS URL. Choose the model and output tier, read the preflight credit quote, and submit only when the quote matches what you budgeted for that shot.

Browser upload limit: 500 MB. For larger files, paste a publicly accessible HTTPS URL. Each job supports videos up to 10 minutes.

Quick scene presets

Presets pick a model for a common scenario. You can still switch models manually below.

Upscaling model

Standard costs the least. Greater sharpness or a higher price does not guarantee unchanged facial detail.

45 credits for this clip0 available45 short
Waiting for a video

Upscaled preview

Compare the enhanced output before exporting the final file.

Standard1080P

Upload a clip, paste a direct video URL, or load the sample. No example video is downloaded until you ask for it.

Tip: keep your original FPS and avoid pre-scaling. The upscaler handles cadence better than most NLE plugins.

Test before processing the full video

Upscaling cannot recreate detail removed by heavy messaging compression. Test the hardest 5–10-second segment first; a higher-priced model is not automatically a better fit.

One-time 4K credit packs · No recurring subscription

Testing a single 4K clip or short project? Top up once without a monthly plan

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Starter Credit Pack
$19

800 credits · One-time checkout for video & image tools

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1,200 video credits · Built for Pro 4K & Standard 4K clip runs

Recurring workflow · Lower per-credit rate than one-time packs

Need ongoing video upscaling volume? Start on Monthly or save 2 months on Annual

Compare monthly & annual plans
Starter Monthly
$39 / mo

3,100 credits/mo · $390/yr (37,200 credits)

Creator Monthly
$99 / mo

8,900 credits/mo · $990/yr (106,800 credits)

Studio Popular
$149 / mo

14,400 credits/mo · $1490/yr (172,800 credits)

A back catalogue is a plan, not a top-up

Starter is $390 for 37,200 credits, Creator is $990 for 106,800 and Studio is $1490 for 172,800, billed once with the credits upfront. At 540 credits per minute of 1080p Standard footage, Creator covers about 197 minutes — usually several old pieces worth bringing back.

See the yearly credit plans

This page is published by SeedVR2.net, which sells the hosted upscaler embedded below. It is a workflow guide, not an official Blender page: the Blender Foundation does not endorse this service, and nothing here is a Blender feature. Behaviour described below is what a render's output settings and an encode do to frame size; credit figures are read from this site's own billing table and yearly plan prices on November 9, 2026.

Four questions that decide the answer

Two of these are about what the render already decided and two are about what you are about to submit. Settle them in order: the first one can save you the entire cost of the other three.

What the render already fixed
Frame size and percentage

Output settings chose the pixel grid before any post-processing ran. A percentage below 100 was computed on a smaller grid and stopped there; nothing downstream can recover what was never rendered.

The first honest question
Can you still re-render?

If the project opens and the machine works, render again at full size. Use the pass for renders you cannot redo: a lost project, a dead machine, a file already delivered, an old commission.

What you submit
One encoded video file

An image sequence is not accepted. Encode the frames, or the movie file the render wrote, into a single video at native size with a high-bitrate codec before uploading.

Billing starts at
5 seconds

Billed duration is rounded up from a five-second minimum, and one source can run to 10 minutes, so a long animation is submitted in pieces rather than all at once.

A render's resolution is a setting, not a fixed source

When you render an animation, the frame size in the output settings is a choice, and so is the resolution percentage beneath it. Rendering below 100 percent is a time-saving habit — half the width and half the height is a quarter of the pixels and roughly a quarter of the render work — and it is entirely sensible while you are iterating on timing, camera moves or lighting. The problem appears at the end. A frame rendered at a reduced percentage was never computed at full size: the renderer evaluated the image on a smaller grid and stopped. Everything above that grid is missing from the file, not merely hidden in it.

That makes a reduced-percentage render a different kind of source from a camera original. In both cases an upscaler is predicting pixels it cannot see, but here the missing information was never generated at all — it was discarded by a setting you can still change. If the project file still opens, the honest fix is to render again at full resolution, and no post-processing beats that. An AI pass is for the renders you cannot redo.

The same logic applies to a deliberately small delivery. If a client asked for a small file, the small thing is the encode, not necessarily the render. Check whether the full-size frames still exist somewhere before paying to guess at detail you already have on a disk.

  • A percentage below 100 means the frames never existed at full size.
  • Post-processing predicts missing detail; a re-render produces it.
  • Check whether a small delivery came from a small render or a small encode.

When re-rendering is the cheaper answer

If you still have the project, a re-render costs wall-clock time and electricity; an upscale pass costs credits for every submitted second regardless of whether the result is usable. For most laptop-scale animations the re-render is the better trade, and it fixes the other things that were wrong at the same time: a noisy low-sample render, motion blur switched off to save time, a heavily compressed preview encode. Re-rendering addresses all of those with real data instead of a model's estimate of it.

Be concrete about what to change. Raise the resolution percentage to full rather than upscaling a partial-size render. Raise the sample count if the frames are noisy — grain is one defect an upscaler handles well, but it is cheaper to render clean than to clean up afterwards. Check the output format too: a quick preview encode is not a master, and re-encoding a compressed preview gives you the worst of both.

Re-render only what needs it. If three shots in a two-minute animation are soft, render those three at full quality and leave the rest alone. A re-render does not have to be all or nothing, and a partial re-render plus a re-edit is still cheaper than a full upscale pass over footage that was fine to begin with.

  • A re-render produces real pixels; a pass produces plausible ones.
  • Fix resolution, samples and output format in one pass through the settings.
  • Re-render the shots that need it, not the whole animation.

What to encode before you submit

The natural output for an animation is an image sequence — a folder of numbered frames — and this service does not accept one. It takes a single video file. So the sequence, or the movie file the render wrote directly, has to become one encoded video first: encode at the frames' native size with a high-bitrate codec, and do not let the encoder scale anything. If you scale during the encode you have inserted an interpolation step that the model will then treat as real image data.

Encode once, from the frames, not from an earlier encode. A high-bitrate H.264 file is usually adequate; a lightly compressed intermediate codec is better if you have the disk and the time, because every generation of lossy compression removes detail the model would otherwise have to work from. Keep the file within the upload limit, or host it and paste a public HTTPS URL — a long animation is better split at a cut than compressed harder to fit.

Decide about audio before you encode. The request carries video, model, output tier and billed duration; it does not handle a soundtrack. If the animation has sound mixed elsewhere, keep the audio in that project and re-attach it when the enhanced file comes back. Settle colour and bit depth at encode time as well: a dark, high-contrast render with subtle gradients is exactly the material that shows banding if the encode is careless.

  • An image sequence is not accepted; encode it to one video first.
  • Encode at native size, once, from the original frames.
  • Audio and colour decisions happen outside the upscale pass.
Cleaning up noise left by a low sample countWhat the resolution tiers cost per minute

Replacing a delivered animation without redoing the edit

The case that justifies the pass is an animation already delivered: the edit is signed off, the client has the file, the project is gone or the machine that rendered it is gone. Here the goal is to swap the picture and keep everything else. Run the delivered file through the pass, then put the result back where the original lived — same filename, same folder, same duration and frame rate — so anything that references it picks up the new version without being touched.

If the animation still lives in an editor, replace the source clip rather than the timeline instance, so cuts, transitions and effects survive the swap. Match the sequence timebase: a file whose frame rate does not match will be conformed, and conforming can wobble motion that was frame-accurate before. If the enhanced file has a different pixel size, set the sequence's scaling deliberately rather than letting the default crop it.

Keep the original. Store the pre-upscale file next to the new one until someone has watched the whole thing at full size, and note which version went to whom. An upscale changes fine texture everywhere, and a client who approved the old look may notice the new one on a close-up even when nothing is objectively worse.

  • Replace the source file, keep the edit and the delivery path.
  • Match frame rate and duration, or expect a conform.
  • Archive the original until the new version has been watched through.

Where a pass helps, and where it flattens the look

Three defects respond well. Noise left in a low-sample render: a model can suppress grain while holding edges, which is hard to do with a plain denoise filter. Compression from a cheap delivery encode: blocky gradients and mosquito noise around high-contrast edges are the classic artefacts of a fast encode, and a pass can rebuild plausible texture underneath them. Genuinely small source frames — an animation rendered small on purpose, or an old commission whose only surviving copy is small — are the case where there is no better original to go back to.

A stylised look is the risk. Flat-shaded or painterly animation carries its character in texture that is deliberately not photographic: visible brush work, paper grain, hard cel edges, dithering used as an aesthetic. A model trained to predict photographic detail can smooth those into something cleaner and more generic — the frame looks more modern and less like the thing the artist made. On that material, test one representative shot and compare at full size before committing a whole piece.

Hard edges and fine linework are the second risk. Thin lines can shimmer or thicken, and high-contrast edges can develop halos. If the animation is line-heavy, test across a moving cut rather than on a single still, because artefact that is invisible on one frame often crawls in motion.

  • Noise, cheap-encode compression and genuinely small frames are the good cases.
  • Deliberate texture — grain, brush work, dithering — can be smoothed away.
  • Judge on a moving cut at full size, not on one still.
Upscaling animation with flat colour and hard edges

Credits follow the encoded seconds, not the frames

Billing is on submitted duration. At the Standard model, 1080p bills 540 credits per minute of source video, which is 32,400 credits an hour, and 10 is the per-second figure behind that. The frame count is irrelevant: the same wall-clock length bills the same whether it was rendered at a low or a high frame rate, and a render that took all night costs exactly what a ten-minute render of the same length would.

That changes how you submit. Cut the animation into the pieces that need the pass and submit those, rather than the whole film. A ten-second shot is a ten-second charge; the other ninety seconds cost nothing if they were fine to begin with. At the Creator yearly rate of $0.0093 per credit, a minute of 1080p Standard work is about $5.01, and an hour about $300.

Compare that with the re-render honestly. If the project still opens and the machine still works, the render is the better spend, because it produces real detail instead of predicted detail. The credit figure matters mainly for the case where re-rendering is impossible. Creator's 106,800 credits cover roughly 197 minutes of 1080p Standard footage, or about 53 minutes at the 4K tier — a useful way to size a restoration job before starting it.

  • 1080p Standard is 540 credits a minute, 32,400 an hour.
  • Frame count does not change the bill; submitted seconds do.
  • At the Creator yearly rate a minute is about $5.01.

What this page cannot promise

An upscale changes how existing frames are rendered, not what the renderer computed. The limits below are the ones that change decisions about a render, stated up front rather than discovered after a whole animation has been processed.

  • No model recovers information the renderer never produced. Predicted sharpness can look better than the original without being more accurate, and at full size the difference is visible.
  • Waxy surfaces, thin lines that thicken or shimmer, and halos on hard edges are the usual failure modes. They show up on close inspection, which is why a full-size comparison is mandatory before a whole piece.
  • The upscale request carries no audio handling. The soundtrack stays in the project that owns it and must be re-attached to the enhanced file.
  • This is a hosted pass, not a Blender add-on or a compositor node. It does not read your project file, render settings or node tree; it reads the encoded video you upload.
  • Do not upload client, confidential or rights-restricted work unless you are authorized to send it to a hosted service, and check the client's data terms before you do.

Sources for the render facts on this page

Each linked page was opened on November 9, 2026. The Blender manual tracks each release, so the link points at the manual root and the claims are kept narrow enough to check.

  • Blender reference manual

    Blender's manual is the reference for render output settings — frame size, resolution percentage and output format — the decisions that determine whether frames exist at full size or have to be rendered again.

  • FFmpeg wiki: H.264 video encoding guide

    FFmpeg's encoding guide documents rate-control choices for H.264, which is the practical difference between a detail-preserving master and a small delivery file when a frame sequence is encoded for an upscale pass.

  • Wikipedia: Image scaling

    Image scaling describes interpolation-based resampling — methods that add pixels without adding information, which is what both a renderer at reduced size and an encoder asked for a larger frame leave you with.

Blender render upscaling questions

Should I upscale a Blender render or just render it again?

Render again if you can. A frame rendered at a resolution percentage below full was computed small, so the missing detail was never generated; a re-render at full size produces it, while an upscale can only predict it. The pass earns its place when the project is lost, the machine that rendered it is gone, the file was already delivered, or the work is an old commission whose source no longer exists.

Can I upload the PNG frames my render wrote?

No. An image sequence is not an accepted input; the service takes a single video file. Encode the frames into one video at their native size with a high-bitrate codec, then submit that. Do not scale during the encode and do not encode from an earlier compressed encode — both remove detail the model would otherwise have to work from.

Does the render percentage still matter after the fact?

Yes, in the sense that it cannot be undone. A percentage below full means each frame was evaluated on a smaller grid, so there is no hidden full-size version inside the file. Upscaling can make such a render look sharper and cleaner, but it is reconstructing a guess, not recovering the missing grid. That is why the percentage is the first thing to check before paying for any pass.

Will an upscale clean up noise from a low sample count?

Often, yes — grain suppression that preserves edges is one of the stronger uses of a pass. But the cheaper fix is rendering with more samples if the project still opens: real samples cost render time, while a pass costs credits and leaves predicted texture behind. If the render cannot be repeated, test a noisy shot first, because heavy grain can also be smoothed into a plastic look.

How are credits counted for an animation?

By submitted duration, not by frame count. At the Standard model, 1080p bills 540 credits per minute of encoded video, or 32,400 an hour, and 10 is the per-second rate. A long render that took all night costs the same as any other clip of the same length. At the Creator yearly rate of $0.0093 per credit, a minute is about $5.01.

Continue the render project

AI video upscalerUpload limits, resolution tiers and how billing is calculated, in one place.Denoise videoGrain and compression noise: what can be removed and what is lost with it.Anime video upscalerFlat colour, hard edges and linework — the material a photographic model can flatten.Run the video upscaler directlyOpen the hosted tool and test one encoded shot from your own render.Upscale video in After EffectsComp resolution is a render setting, not a repair — what to do when the comp has already shipped.
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