Author Topic: Daily Builds 1.0 - 1.4  (Read 171249 times)

2016-03-23, 17:09:04
Reply #1035

pokoy

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But what we do need is for Corona to optionally output 2 files for every output - one with no denoising and one with the specified amount. This way we can blend between them in post as needed.
There's now a 'beauty' element  in the latest daily where you can specify the denoising amount.

2016-03-23, 17:13:58
Reply #1036

alexyork

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But what we do need is for Corona to optionally output 2 files for every output - one with no denoising and one with the specified amount. This way we can blend between them in post as needed.
There's now a 'beauty' element  in the latest daily where you can specify the denoising amount.

*Punches the air*

Awesome. Job done. Works a treat, just tested it.

Now if we could have the denoising exclude/include in that element.... that would top it off ;)
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2016-03-23, 17:41:35
Reply #1037

johan belmans

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But what we do need is for Corona to optionally output 2 files for every output - one with no denoising and one with the specified amount. This way we can blend between them in post as needed.
There's now a 'beauty' element  in the latest daily where you can specify the denoising amount.

*Punches the air*

Awesome. Job done. Works a treat, just tested it.

Now if we could have the denoising exclude/include in that element.... that would top it off ;)

Hi there, would you mind sharing some of your denoising settings?
I am a bit struggling at the moment, for an interior I combine the pass limit (300) and the Noise limit (0.25)
Set the Denoising mode to full denoising without changing the default values.
What are your experiences?

regards

2016-03-23, 17:45:46
Reply #1038

antanas

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Well about strange denoiser's behavior on glass and other transparent materials read here https://forum.corona-renderer.com/index.php/topic,7239.960.html Reply starting with #962 and some posts down - quote from the sevecek's reply " The problem is that the denoiser can't "see" under surfaces with glossiness < 1. Setting glossiness to 1 yields much better results, see attached images. I think this can be fixed, though :) " I do hope it is fixable indeed. 

2016-03-23, 17:47:25
Reply #1039

sevecek

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Well about strange denoiser's behavior on glass and other transparent materials read here https://forum.corona-renderer.com/index.php/topic,7239.960.html Reply starting with #962 and some posts down - quote from the sevecek's reply " The problem is that the denoiser can't "see" under surfaces with glossiness < 1. Setting glossiness to 1 yields much better results, see attached images. I think this can be fixed, though :) " I do hope it is fixable indeed.
Already fixed, it should be in the next daily build :)

2016-03-23, 18:00:35
Reply #1040

alexyork

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Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.
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2016-03-23, 18:10:39
Reply #1041

johan belmans

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Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.

Ok many thanks, I presume you mean with 0.6 the Noise limit.

cheers

2016-03-23, 18:13:07
Reply #1042

PROH

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I think he meant 0,6 noise blend.

2016-03-23, 18:14:23
Reply #1043

alexyork

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I think he meant 0,6 noise blend.

Yes that's right :) We've not even looked into what that noise limit does, yet. We're talking about the denoise amount. Default is 1 (and 100 in the beauty element for some reason? That should be unified...) and we're using 0.6 on most stuff.
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2016-03-23, 18:17:28
Reply #1044

Juraj

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Noise limit is Vray's Color threshold. It will stop the render when it's clear past certain percentage. There is not relationship to denoising here.
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2016-03-23, 18:18:56
Reply #1045

alexyork

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Noise limit is Vray's Color threshold. It will stop the render when it's clear past certain percentage. There is not relationship to denoising here.

Figured it would be something like that. Could come in handy I guess. Will have to do some tests.
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2016-03-23, 18:23:59
Reply #1046

antanas

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Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.

Brilliant it is - no doubt about it )) Somewhere before I've made a suggestion about adding some sort of material flags for per material exclusion from denoising (auto masks if you will)) but it probably sunk under other posts and went unnoticed or was discarded cause it is too hard to implement, yet still it would be quite good to have that too, cause for now only material id pass used in post for selections will help with that but that is imho a cumbersome solution.

2016-03-23, 18:28:59
Reply #1047

alexyork

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Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.

Brilliant it is - no doubt about it )) Somewhere before I've made a suggestion about adding some sort of material flags for per material exclusion from denoising (auto masks if you will)) but it probably sunk under other posts and went unnoticed or was discarded cause it is too hard to implement, yet still it would be quite good to have that too, cause for now only material id pass used in post for selections will help with that but that is imho a cumbersome solution.

Yep, this would be perfect. An include by matID/geomID/selection option. We'd denoise white walls etc. and probably leave everything else as-is. Job done.
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2016-03-23, 19:25:56
Reply #1048

romullus

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Sorry for repeating myself, but i'd like to know if it's possible to have denoising on demand, i.e. denoising process independent from rendering. That way we could have Denoise button somwhere in UI and ability to change denoising radius (blurring) without rerendering image. Wouldn't it be cool?
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2016-03-23, 19:29:01
Reply #1049

Juraj

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Sorry for repeating myself, but i'd like to know if it's possible to have denoising on demand, i.e. denoising process independent from rendering. That way we could have Denoise button somwhere in UI and ability to change denoising radius (blurring) without rerendering image. Wouldn't it be cool?

+1

I thought that would be the original implementation as well.
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