Page 3 of 67 FirstFirst 123451353 ... LastLast
Results 41 to 60 of 1327
  1. #41
    Member cekuhnen's Avatar
    Join Date
    Mar 2003
    Location
    Grosse Pointe Woods, Michigan, USA
    Posts
    11,894
    BTW Google released the Nik photo filters for free: https://www.google.com/nikcollection/

    It includes a denoise plug-in as well.

    MarcoG - nice rendering - can you share the file? I would love to give it a test drive.
    3D Designer & Faculty Industrial Design Wayne State University
    YouTube Tutorials: Product Design with Blender and Fusion 2016



  2. #42
    Member
    Join Date
    Sep 2012
    Posts
    2,138
    OK... found the bug!
    Properties > Render > Dimensions > Border - MUST BE UNCHECKED!!!
    otherwise it crashes, look at the above problems (post#36)

    Test results @128 samples
    Raw


    LWR default


    I wonder if it would go nicely together with Adaptive sampling



  3. #43
    Repost.
    First image 128 samples ( so a very noisy render) second image same but with denoise. It cant do magic but it certainly improves the render.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	untitled.png 
Views:	2767 
Size:	376.1 KB 
ID:	429346  

    Click image for larger version. 

Name:	untitled1.png 
Views:	2758 
Size:	359.9 KB 
ID:	429347  

    Last edited by Bunc; 24-Mar-16 at 17:18.
    Learning Blender - One mistake at a time.
    My Sketchbook : http://blenderartists.org/forum/show...c-s-Sketchbook



  4. #44
    Member YAFU's Avatar
    Join Date
    Mar 2013
    Posts
    2,321
    Here a comparison with what I get from VapourSynth.
    http://blenderartists.org/forum/show...th-VapourSynth

    You note that VapourSynth has the disadvantage of being external to Blender and is not related to the rendering process at all, it is applied in post on the images resulting from Blender. This is not useful for a single image, used filters are useful mainly in animation and it works a little better if you have set random seed for random noise pattern in Blender. If you can not see the videos open in Chrome/Chromium.

    1- Blender output without denosier 25 samples, random noise pattern (about 52 minutes)
    https://dl.dropboxusercontent.com/s/...%20samples.mp4

    2- Blender output random noise pattern, 25 samples , LWR Denoiser and Half Window=5 (about 80 minutes)
    https://dl.dropboxusercontent.com/s/...oise%20LWR.mp4

    3-Blender output static noise pattern, 25 samples, LWR Denoiser and Half Window=5 (about 80 minutes)
    https://dl.dropboxusercontent.com/s/...%20pattern.mp4

    4- VapourSynth applied to images obtained from Blender without noise reduction, script for hard denoise (the 52 minutes it took Blender plus about 2 minutes of VapourSynth)
    https://dl.dropboxusercontent.com/s/...apoursynth.mp4

    This is just a comparison of what we have for now. I'm sure this LWR denoiser integrated in Blender will be the best solution.

    Edit:
    I'm thinking maybe random noise patterns may not be the best for LWR denoiser for animations. I'll do a test with static noise pattern later.

    EDIT 2:
    I added the video rendered with static noise pattern. In this case the LWR version seems to work better with static noise, less movements in the noise patterns is observed.
    Last edited by YAFU; 25-Mar-16 at 13:06.
    Be patient, English is not my language.



  5. #45
    I love you



  6. #46
    Hey. Dunno if this is a good place to put this, but what I did was download the blender sources through git, then downloaded your source from git, and then copied the files from your source code over the ones from the blender main tree. I made all the dependencies and everything.

    After compiling about 8% through, I get a bunch of warnings being treated as errors, those warnings being "conversion to ‘float’ from ‘double’ may alter its value."

    What do I do?



  7. #47
    Member m9105826's Avatar
    Join Date
    Dec 2007
    Location
    Fairfax, VA
    Posts
    4,152
    Originally Posted by burnin View Post
    I wonder if it would go nicely together with Adaptive sampling
    Part of the algorithm is actually the generation of a noise map that can be reused for weighted sampling, if I recall correctly.
    Long time 3D artist and member of the official Cycles Artists Module
    https://www.youtube.com/user/m9105826 - Training, other stuff. Like and subscribe for more!
    Follow me on Twitter: @mattheimlich or on my blog



  8. #48
    Member fdfxd's Avatar
    Join Date
    Jan 2015
    Location
    Egypt, Alexandria
    Posts
    1,527
    Well just tried it out, can't show test results yet, but it's very... similar to Cinema 4D's system,

    What does LWR stand for?
    GPU: Sapphire R7 240 1GB Overclocked,CPU: Intel Pentium G2030 3.0 GHz 3MB Cache Dual Threaded,Ram: 8 GB Kingston Hyper X Fury DDR3



  9. #49
    Member KWD's Avatar
    Join Date
    Jul 2011
    Location
    Colmar, France
    Posts
    471
    Originally Posted by fdfxd View Post
    What does LWR stand for?
    Local Weighted Regression. (Just check the paper linked in the first post .)
    Gigabyte 970A-DS3P | AMD FX-8320 @ 3.5 GHz | 16 Gb RAM | GeForce GTX 650
    Linux Mint 17 Qiana 64-bit



  10. #50
    Member
    Join Date
    Mar 2014
    Location
    Germany
    Posts
    337
    Sorry for the silence, time to answer everything

    First of all, thanks for all the testing so far! Great to see that people like it!

    Regarding the individual pass denoising: It's really broken in the current version, I've already found and fixed the bug.

    Regarding OSX builds: The buildbot seems to have a configuration problem with CUDA, so no OSX builds yet, sorry...

    Regarding compiling errors: Apparently I overlooked a few implicit float/double/int conversions that make some compilers throw an error - which is weird since here, both GCC and MSVC were happy with the code. But yep, will of course be fixed.

    Regarding black spots: I couldn't reproduce black spots in this file on Linux, time to boot up Windows again I have seen these appear in other scenes, though - I'll try to track it down.

    Regarding progressive refine: Yes, the filter will be applied after every sample, I didn't really think of that - could be fixed, but to be honest, why would you use progressive refine anyways? It's slower, and especially with the prepass option in this build...

    Regarding access to the unfiltered buffer: Yes, that's possible - I actually had that implemented for a while, but removed it (I don't remember why, though). I'll add it for the next version.

    Regarding crashes with border rendering: I changed some stuff in that area, it's possible that I missed something (although border rendering works here). I'll check again.

    Regarding adaptive sampling: Yes, can be added, the filtering code produces an estimate of the error anyways (that's how it chooses the amount of smoothing internally, it estimates the error for a few settings and chooses the best one). That could indeed be used for adaptive stopping - but supporting that from the rendering code itself is a lot of work, so I'll most likely not add it to this demo - for the GSoC proposal, though, it's certainly interesting.


    Oh, and good news: I tested a bit with YAFUs material file (thanks, by the way) and found the issue: The code is mixing up fine detail in the normal pass with a noisy normal pass (which doesn't even really exist), that's why it filters this material (and the upper middle one) so strongly and also one of the reasons why it might lose detail in hair/fur or on other normal maps. So, I just removed the whole normal variance estimation (same for the texture pass, for similar reasons) - turns out this reduces the memory overhead and produces way better results in some cases. So, again, thanks for the hint


    The new version might take a bit, I'm a bit busy IRL the next ~3 days - but stay tuned



  11. #51
    Member William's Avatar
    Join Date
    Jan 2005
    Location
    Copenhagen, Denmark
    Posts
    562
    This looks great. But is there a reason it's not simply a compositor node? That could be more flexible. But perhaps it has to be integrated more deeply into the renderer than that would allow?
    Visit my website



  12. #52
    That would also make the handling of passes simpler because each pass can already be handled as required by the compositor and then robust tuneable LWR nodes could handle denoising of any or all passes as required.
    Learning Blender - One mistake at a time.
    My Sketchbook : http://blenderartists.org/forum/show...c-s-Sketchbook



  13. #53
    Member Ace Dragon's Avatar
    Join Date
    Feb 2006
    Location
    Wichita Kansas (USA)
    Posts
    27,471
    Originally Posted by Bunc View Post
    That would also make the handling of passes simpler because each pass can already be handled as required by the compositor and then robust tuneable LWR nodes could handle denoising of any or all passes as required.
    From what I have gathered, this may be one of those denoising algorithms that can't be done as a compositing node because it uses data that is only available during the rendering phase. Then there's the fact that would kill off any chance of adding that adaptive sampling component.

    On the results, they look very encouraging so far in terms of just how much speedup there is in the convergence rate (and this is just a first patch).
    Last edited by Ace Dragon; 24-Mar-16 at 21:11.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



  14. #54
    Member cekuhnen's Avatar
    Join Date
    Mar 2003
    Location
    Grosse Pointe Woods, Michigan, USA
    Posts
    11,894
    does this work with the preview / cycles rendering in 3D viewport as well?
    3D Designer & Faculty Industrial Design Wayne State University
    YouTube Tutorials: Product Design with Blender and Fusion 2016



  15. #55
    Member m9105826's Avatar
    Join Date
    Dec 2007
    Location
    Fairfax, VA
    Posts
    4,152
    Originally Posted by William View Post
    This looks great. But is there a reason it's not simply a compositor node? That could be more flexible. But perhaps it has to be integrated more deeply into the renderer than that would allow?
    This algorithm (and nearly all modern denoising algorithms researched for Monte Carlo renderers) require information that is only available during rendering. Check Lukas' GSoC proposal page for the cons of doing this in compositing.
    Long time 3D artist and member of the official Cycles Artists Module
    https://www.youtube.com/user/m9105826 - Training, other stuff. Like and subscribe for more!
    Follow me on Twitter: @mattheimlich or on my blog



  16. #56
    Member YAFU's Avatar
    Join Date
    Mar 2013
    Posts
    2,321
    Nice to hear that you've been able to solve this problem. By the way, the materials that I used in the file are materials from the community and collected by Meta-Androcto.
    Really excited with your project and waiting for these news and Linux build
    Thank you.
    Be patient, English is not my language.



  17. #57
    Member
    Join Date
    Mar 2014
    Location
    Germany
    Posts
    337
    Originally Posted by m9105826 View Post
    This algorithm (and nearly all modern denoising algorithms researched for Monte Carlo renderers) require information that is only available during rendering. Check Lukas' GSoC proposal page for the cons of doing this in compositing.
    It could indeed be handled in the compositor, but that would increase memory requirements a lot, along with needing some larger changes to the render pass code, which is a bit much for a single GSoC project.
    However, these changes are planned for the future - as well as at least considering to move denoising to the compositor. As a first step, though, the Cycles implementation should be good enough - and large parts of it can be reused if it eventually ends up in the compo.

    I believe I didn't link the proposal yet - you can find it here. The part I mentioned above isn't in there yet, but will be added soon.

    Regarding viewport: No, the filtering is just too slow for that. There are alternative, faster (but less accurate) denoisers that could be used for the Viewport in the future, but LWR isn't viewport-friendly at all.



  18. #58

    Thumbs up super useful!!!!! very obvious improvement



    Upper: 100 samples, no DENOISE.
    Below: 100 samples, LWR, the first parameter set to 10.

    Hope your great work can be combined to official blender release soon!!!!!!!!!!!!
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	?????BLENDER??????.jpg 
Views:	2671 
Size:	600.5 KB 
ID:	429420  




  19. #59
    Member ejnaren's Avatar
    Join Date
    Nov 2009
    Location
    Denmark
    Posts
    733
    Hi Lukas! Looks great from the tests! Good luck with the GSOC! Is it possible to get both the unfiltered 'raw' render and the filtered result in one go? Or do we need to render two times to compare?



  20. #60
    Member cekuhnen's Avatar
    Join Date
    Mar 2003
    Location
    Grosse Pointe Woods, Michigan, USA
    Posts
    11,894
    Originally Posted by ejnaren View Post
    Hi Lukas! Looks great from the tests! Good luck with the GSOC! Is it possible to get both the unfiltered 'raw' render and the filtered result in one go? Or do we need to render two times to compare?
    That would be super cool!
    3D Designer & Faculty Industrial Design Wayne State University
    YouTube Tutorials: Product Design with Blender and Fusion 2016



Page 3 of 67 FirstFirst 123451353 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •