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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...
Solved! Go to Solution.
Solved by alan.kingFCDLA. Go to Solution.
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.
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.
Thanks Thiago, that makes total sense. There's no simple answer to a difficult problem!!
Agreed 100%. Alan also made an internal core ticket, #9652, for exploring this or something like it, as an automatic solution.
yesssssssssssssssssss its' alive!!!!!!!! happy happy happy 🙂 🙂 🙂
Original:
Denoised:
@ 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.
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