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  1. #21
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    Concerning flickering animation, I would imagine it depends on how much noise you have in the image to begin with as well? So if you just use the denoiser just for the final finetuning the result wouldn't be so jarring? I have no idea myself, but would be interesting to clarify. Looking fantastic for stills already!



  2. #22
    most of the noise comes from indirect diffuse and indirect glossy, i denoise only those passes for interior scenes, it resolves 90% of problem.



  3. #23
    Im just getting a white out when I select individual passes for processing. This seems to happen whether I select one, a few or all of the separate passes. This is with the filter on its standard settings. ( Update- I'll check this is not the result of some peculiarity of the scene Im rendering)

    Another observation - the LWR ( Locally weighted regression?) seems to be applied at the end of the render when using normal rendering. I tried it using progressive refine and interestingly it seemed to be applying it after each sample - That was just a first observation. Does that seem right?
    Last edited by Bunc; 24-Mar-16 at 07:58.
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  4. #24
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    Originally Posted by cekuhnen View Post
    Do I see my Blender models here

    Macro can you upload a larger rendering with and without the denoiser? I am really curious about the wood floor texture
    and also the glossy issues you mentioned.
    Hi Claas, yes those are the interiors you shared! I can't post client's work so these scenes of yours were fine to test it out

    I will post with and without denoiser as soon as i can later today.

    Bunc
    Im just getting a white out when I select individual passes for processing. This seems to happen whether I select one, a few or all of the separate passes. This is with the filter on its standard settings. ( Update- I'll check this is not the result of some peculiarity of the scene Im rendering)
    That's also what i get, i posted about it few posts above. I'm really curious about per-pass filtering since it could potentially retain details and just denoise the most crucial AOVs. Hope Lukas can sort it out
    Testing: Vray for Blender // Old projects: #1 - Eames chaise lounge #2 - Chester Interior



  5. #25
    Ok I think my problem with trying to process separate passes was that I hadnt set these passes to be specifically rendered in the render layers. Fairly obvious now I think about it! Presumably this will sort it.
    Learning Blender - One mistake at a time.
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  6. #26
    Member cekuhnen's Avatar
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    Originally Posted by marcoG_ita View Post
    Hi Claas, yes those are the interiors you shared!
    I know - I was more making a joke. I am happy they are useful.

    Really looking forward to your test renderings - there is currently no OS X build I can find with it.

    Also I am really curious about the per pass filtering - that would be fantastic!
    3D Design Generalist - Faculty Industrial + Interior Design
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  7. #27
    Member LazyVirus's Avatar
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    Not a fan of filters cause they use to give a "fake look" and kill details.
    However I see really really promising stuff.
    Hope you get accepted for GSOC and you can complete your work.

    Fast tests:

    200 samples - time: 5:18


    200 samples - LWR HW 20 - time 9:18


    To make a time comparison between no filters and LWR
    (I guess it's pratically impossible to compare by noise level,it could need days )
    350 samples - time 9:18


    Final considerations:
    Nothing to say about noise removing, awesome, the problem is with some detail loss
    for example the small reflections, some part of the bump loses the sense of depth and
    blotches.
    Keep up the good work. I'll follow it.

    Edit: I don't know what happened with images. The board added automatically big thumbnails.
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    Last edited by LazyVirus; 24-Mar-16 at 09:05.
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  8. #28
    Member cekuhnen's Avatar
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    I agree with the issue of filters, but I think like in photography you clean specific passes not just everything.


    This is like MP3 - the audio quality is less good but for most peoples ear it is actually fine.

    So with the denoise filter as long as it does not stand out too much and it clears the image quicker I think
    we will have a very good tool.
    3D Design Generalist - Faculty Industrial + Interior Design
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  9. #29
    Member YAFU's Avatar
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    Yes, the most important thing should have a noise reduction system is allowed to work with layers and passes, thus you can choose different levels and configurations of noise reduction where it suits you best.

    Good comparison considering similar times, LazyVirus
    Be patient, English is not my language.



  10. #30
    Member cekuhnen's Avatar
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    Yeah I think you have to be practical here. If there is a lack of detail but you dont notice it and only see it if you zoom crazy in then whats the problem?
    3D Design Generalist - Faculty Industrial + Interior Design
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  11. #31
    Member robocyte's Avatar
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    Originally Posted by cekuhnen View Post
    Do I see my Blender models here ...
    Hi Claas, sry for the off topic question but could you tell me where you shared these scenes? Searching the forum didn't bring up any useful results.



  12. #32
    Member cekuhnen's Avatar
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    Originally Posted by robocyte View Post
    Hi Claas, sry for the off topic question but could you tell me where you shared these scenes? Searching the forum didn't bring up any useful results.
    go to BlendSwap - they are all there under my name
    3D Design Generalist - Faculty Industrial + Interior Design
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  13. #33
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    Here did a pretty good job! Only obvious splotches are far left on the wall above the sink tap and the curtain against the wall on the right.
    Great how it preserved the wood textures and the tiny gaps between kitchen shelves.

    18 minutes
    Last edited by marcoG_ita; 24-Mar-16 at 11:13.
    Testing: Vray for Blender // Old projects: #1 - Eames chaise lounge #2 - Chester Interior



  14. #34
    Thank you very much Lukas and all the Testers, this looks very promising!

    Would be nice to have access to the unfiltered buffer in the compositor to manual blend (mix-node/masks/z-depth/etc.) with the filtered result, would that be possible?

    Any chance to provide a build with LWR,Tonemapping and IES for us dumb end-users without compiling capabilities? That would be really far to kind

    Thanks in advance!

    Last edited by polygonsoul; 24-Mar-16 at 11:36. Reason: eliminate thumbnails



  15. #35
    More tests....Trying to find better settings for hair.

    Render time with the denoiser is just an extra 10-15 seconds.





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  16. #36
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    Looks nice...
    But on my side this build instantly crashes or freezes (to hard reset) when i start rendering. Even without activating denoise on an empty scene.
    CPU = crash to desktop or freeze, hang
    GPU = error


    Official build works.

    Win7x64, Lenovo D20:
    CPU Intel 2x Xeon X5650, 16 GB RAM
    GPU Quadro M5000 8 GB + Quadro 600 1 GB

    Anyhow... Thanks for your effort.



  17. #37
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    thanks lukas, here is my test

    gpu;
    100 samples/no LWR

    GPU;
    100/samples YES LWR(DEFAULT)


    In my opinion, this clean finish for interior view i just crazy, normally I use 1500/2000 samples
    thanks,
    I hope that this proposal will continue
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  18. #38
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    another test;
    cpu;
    50 samples /no LWR
    5.30 min

    50 samples
    LWR(DEFAULT)
    6.30 MIN
    Attached Images Attached Images



  19. #39
    Hi Lukas,

    Thanks for your great contribution. Hope you get accepted!
    My test is a 1/4 crop with following settings:
    Xeon E3-1230 v2 + GTX 970 on Win 10

    1. 400 samples, no LWR, 5min3s on GPU


    2. 400 samples, LWR HW10 BW0, 7min9s on GPU
    Attached Images Attached Images



  20. #40
    Originally Posted by polygonsoul View Post
    Thank you very much Lukas and all the Testers, this looks very promising!

    Would be nice to have access to the unfiltered buffer in the compositor to manual blend (mix-node/masks/z-depth/etc.) with the filtered result, would that be possible?
    +1 for being able to get the unprocessed image out as well as the processed image ( and layers). That would save having to render twice if you need to ensure control at the compositing level.

    I still cant seem to get anything useful when trying to render selected passes.
    Learning Blender - One mistake at a time.
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