Render Cleaner: Noise Reduction

Render Cleaner: Noise Reduction

Save time. Remove noise. Improve renders.

Render Cleaner: Noise Reduction is a fast, efficient, and easy to use means to reduce and remove noise from your renders. It works internally in the Blender Compositor so there is not any need to move to an external application to clean up your renders.

Why buy it?

Noise is a universal issue in all ray-tracing renderers, noise is the result of lower samples and caustics. There are many ‘Tips’ on reducing noise, each removing a tiny bit here a smaller bit there, it is simply not sustainable. Don’t waste your time. This node pack is dedicated to the accurate clean up of noise whilst preserving detail, without any hassle.

The pack service a purpose for all Blender users:

Artists:
Refine final renders by removing tiny inconsistencies without loss of image detail; this can make up the different between a good and excellent render.

Architectural and Product Visualizers:Need to send quick preliminary renders to clients? Do so without the need to render at production levels of sampling. A scene which needs 2000 samples can, in many instances, be cut down to 400 samples with the use of a cleaner. The node pack serves an essential addition to workflow especially with the increased levels of noise associated with interior renders.

Teachers and Bloggers:
Creating blog post images and tutorial images can be a pain, especially with a deadline. Given the quality of blog and tutorial sites around the web, this node pack will enable you to produce high-quality renders at a faster rate, allowing you to spread knowledge faster.

Ease of use?

The node pack is extraordinarily easy to use, with 5 different methods of reducing noise, and detailed documentation; it’s a plugin and tweak work-flow.

Will it actually save me time?

See for yourself:


Left : No cleaner (50 samples, no clamp) 7.19 seconds to render
Right : No cleaner (133 samples, no clamp with same settings as left) 18.25 seconds to render


Enter the Render Cleaners:

Best cleaner (50 samples, no clamp) 10.16 seconds to render


Standard cleaner (50 samples, no clamp) 8.645 seconds to render


Fireflies and Dark Spots Removal (50 samples, no clamp) 7.955 seconds to render


Power Based Render Cleaner (50 samples, no clamp) 8.38 seconds to render

Eroded Dilation Smoothing (50 samples, no clamp) 8.555 seconds to render

https://www.blendermarket.com/products/render-cleaner-noise-reduction

I hope that this will help lots of people-

Thanks,
Joseph

It is teapot object from 3ds max? :eyebrowlift2:

Although i get it, the new integrated blender super-denoiser is coming, so what is this doing better ? Not to mention that this is a node math, which is already existing for free on different blender sites…

The main issues I see with these compositor-based denoisers is that they tend to remove legitimate specular highlights and kill fine detail in the geometry and the textures (and in this case, one of them even leaves red spots in the main highlight). To preserve those details often means leaving much of the noise intact so its use becomes limited.

It’s not just your denoise setup, but setups within the Blender compositor in general. We unfortunately do not have normal and Z data for areas seen in reflections or through refracting surfaces so it makes things a bit tougher.

from 3ds? Yea… It’s Utah teapot… It is 15 years older then 3ds (1975 vs 1990).

@enilnacs
My system does not require a different blender build, so stability will be as good as the blender release.
Yes, this is node math and Blender is a free software, anyone can do anything on it, I made mine because I felt I could do better than other people, and I am sure others will try to do the same in comparison to mine. I created a system which does not use conventional methods of a bilateral blur, so it can preserve details a lot better than others.

@Ace Dragon
Yes, that red sport is actually a clamp issue, which I will fix with an update, I do agree it is a shame that there is no data available for reflecting highlights.
I included an example to show how well mine can preserve detail, I think it does quite well [I am biased :slight_smile: ].
But also, I do agree, it is always about finding the balance.




https://d1231c29xbpffx.cloudfront.net/store/productimage/4648/image/largef-34c409dbedd672bd7df75db02dd105ae.png?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAITK2SDMAUIGKRQTA%2F20161202%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20161202T201629Z&X-Amz-Expires=900&X-Amz-SignedHeaders=host&X-Amz-Signature=a30c1e04b0f0c22ab9ea00d5f1041b0e7859b018e5ed70b64c06076f2f4207ff

Unfortunately, it looks like with your last image that one of the things it’s doing is trading high frequency noise for low frequency noise.

It’s still just as noisy as before, but now the noise is filtered.

@Ace Dragon,
The point of the setup is not to remove all noise and retain all detail which is not truly possible, its purpose is to reduce the impact noise has on a scene. Mathematical it is almost as noisy in this instance, but is far closer (in terms of mathematical difference and also looks, however looks are subjective) to the original high sample image.
The idea behind the nodes is to remove people’s need to use external noise reduction like in Photoshop, and instead stay in blender’s compositor.

just a tip; Blendermarket has dropped paypal support which means you have way less possible customers on that platform.

@myclay
Thanks, I’ll see if I can get a different payment option soon.