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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Noice.exe cuts a lot of serious rendering details (or alterate them)

27 REPLIES 27
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Message 1 of 28
pproestos
1863 Views, 27 Replies

Noice.exe cuts a lot of serious rendering details (or alterate them)

Is there any better option to denoise

an image so to not loose crucial details?

I am talking about the case in wich we

have glass material and a lot of textures and

lighting reflected and refracted through it.

On the picture I attach, the right part is the

denoised image.


My render settings:

Resolution 1200x1200

Camera samples=4

Diffuse samples=3 & Ray Depth=3

Specular samples=3 & Ray Depth=2

Transmission samples=3 & Ray Depth=10


My denoised settings:

Variance 0.5

Pixel Search Radius 15

Pixel Patch Radius 3


thx for any advice...


6894-denoised.jpg

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27 REPLIES 27
Message 21 of 28
thiago.ize
in reply to: aaronfross

For some scenes, yes, you are right: lower AA and lots of other samples can perform better. However, those ideal settings, found after potentially lots of effort, might no longer apply once the camera moves or other materials are added to the scene. The office render above is what initiated my comment to lower sample values. Here, most camera rays are hitting glass, which means we're only casting the extra bsdf samples on the glass and not the objects we see behind the glass. So all those carefully constructed bsdf samples found when the camera was in the room likely no longer apply.

Message 22 of 28
thiago.ize
in reply to: aaronfross

Just to make it worse, suppose, for instance, that the glass was modeled with a tiny bit of diffuse (maybe to make it look dirty or maybe because the user tried to drag the diffuse component to zero but let go at 0.0001 by accident or diffuse is controlled by a texture which was supposed to be black but ended up being 0.0001, or whatever). Likely we don't need lots of diffuse samples for the glass, but because the rest of the room did well with high diffuse samples, now the glass will be casting a bunch of diffuse rays it doesn't really need.

Message 23 of 28
aaronfross
in reply to: thiago.ize

Thanks Thiago, that makes total sense. There's no simple answer to a difficult problem!!

Message 24 of 28
aaronfross
in reply to: alan.kingFCDLA

This needs to be in the Arnold core, looks like it's easy to implement.

Message 25 of 28
thiago.ize
in reply to: aaronfross

Agreed 100%. Alan also made an internal core ticket, #9652, for exploring this or something like it, as an automatic solution.

Message 26 of 28
pproestos
in reply to: alan.kingFCDLA

yesssssssssssssssssss its' alive!!!!!!!! happy happy happy 🙂 🙂 🙂

Original:

6998-05.jpg


Denoised:

6996-5-denoised.jpg

Message 27 of 28
CiroCardoso3v
in reply to: pproestos

@ this is really cool. So basically you added this string

light_path_expressions 1 1 STRING "denoise_albedo ((C<TD>A)|(CVA)|(C<RD>A)|(C<TS>+<TD>A)|(C<TS>+VA)|(C<TS>+<RD>A)|(CS+[LO]))"

To all the geometry behind the glass? Arnold is really something special.

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

Message 28 of 28
pproestos
in reply to: CiroCardoso3v

@Ciro yes, as Alan analyzed it before, you have to put it in:

Render setup->Diagnostics->User Options

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