Hello i am rendering an interior just testing but when i render denoiser destroyes my texture. how can i stop this without adding so much samples for my render? Below is my render settings and picture of destroying my texture
Any or all of these should help:
Use the latest version of Blender. It has adaptive sampling and Cycles should be faster.
Try rendering at higher resolution and, if needed, downscale in another editor. The drawback is increased time of course, but not as much as upping the samples.
Try multi-pass denoising. It’s a compositing technique where you render all the passes, denoise them separately and combine them after.
If you still have problems at 800 samples, chances are also that your lighting/scene could be improved performance-wise.
well first of all , you have the renderer set to cpu rather than gpu which will make it really slow to render.
Turn on adaptive sampling and increase the amount of samples.
If you set adaptive sampling to say 0.01 then it will get rid of quite a lot of the noise before you denoise.
The noisier the raw image, the more detail the denoise pass will get rid of , so its just finding the right balance
i sometimes srt it to 0.003 If the image is really noisy or has volume stuff in it, but ti takes longer obviously
Yeah, that’s why I use the Turbo Tools addon, it denoises but protects textures, well worth a look.
how can i denoise separately all objects?
As far as I can see, there simply isn’t enough distinction (for lack of a better word …) in this scene. Most of the surface-area is occupied by a cloth texture which really doesn’t vary much. Yes, there are two pillows there, and yes, there is a gap between them, but really not much for an algorithm to work with.
Therefore, I would probably argue against using a “de-noiser” at all. The only thing that makes these pillows “interesting” right now is what little “texture” the material might have: you don’t want to “rub that out.”
One thing that you might do is to alter the lighting of the scene – which is, right now, “perfectly bland.” In physical-photography terms, you’ve got a white light-box suspended above the stage and that’s it. Take a look at the color-wheel and think about ways to make the lighting – while still subtle – more interesting. Do something slightly different on the left side versus the right. If you take a careful, analytic, look at lots of commercial photographs, you will observe that such things have been done. They never “draw your eye,” yet they are present.
Turbo Tools has the same problem. I solved it by working on the texture maps, less bump and less contrast in the diffuse map helped here … and of course more samples, especially with interiors.