Chaos Corona Forum
Official Stuff => News => Topic started by: Ondra on 2014-12-06, 21:55:57
-
Noise pattern should now be much more stable. See attachment - this cannot be unfortunately shown with a single picture
-
Made a gif for more convenient comparison.
-
Why does the new mode have less rays/s?
-
old one was actually rendered by cecofuli on a different machine
-
This looks promising!!
-
Very good!!thanks!
-
great job , thanks , i hope you add velocity pass to corona .
-
Great
-
I like the old fashion random noise pattern. I was not advised it it´s a bad thing. lol. :) Looks like filmgrain for me, instead of the fixed pattern. :)
-
this combined with the new direct light calculations/lower noise is amazing! Corona just all of a sudden became very viable for animation.
-
I like the old fashion random noise pattern. I was not advised it it´s a bad thing. lol. :) Looks like filmgrain for me, instead of the fixed pattern. :)
you can still get that if you set the random seed to 0
-
Wow! This is really amazing, Ondra! O___O
-
It looks like dust on a screen. What's a purpose of this improvement? Random noise in animation can be minimized with plugins but static noise seems to be hard to remove.
-
It looks like dust on a screen. What's a purpose of this improvement? Random noise in animation can be minimized with plugins but static noise seems to be hard to remove.
If you render animations with enough passes/quality to get quite clean image, then static noise is better as it makes image look a lot cleaner. That only applies to images clean enough they do not need denoising. In that case, if you have animated noise pattern, then you still see grain, even on very clean renders. Also, imagine you have an animated shot with static camera and very detailed geometry with strong highlights. Like grass for example. Animated noise patter would either ruin that shot, or make it render a lot longer than it needs to
So it's simply a preference, and both options have their important place. There will be toggle to switch between static and animated noise pattern in 1.0 version. It won't be buried in debug settings anymore. It will be a simple checkbox right in the common UI.
-
Oh, thanks for clearing this thing. Dedicated switch is cool in this case.
-
for animation I can't think of ANY situation where the old way would be wanted... if you want a camera noise effect you want to do that in post anyway, to have the control...
It makes no sense to me to even keep the option of using the old one, as most people will not know the difference and end up with a way worse solution.
anyway my 2 cents.. love the new changes!
-
for animation I can't think of ANY situation where the old way would be wanted... if you want a camera noise effect you want to do that in post anyway, to have the control...
It makes no sense to me to even keep the option of using the old one, as most people will not know the difference and end up with a way worse solution.
anyway my 2 cents.. love the new changes!
Because if you render something, and it turns out still too noisy to use, but you don't have any time to render again, then moving noise pattern can save you. Static noise pattern can not be denoised because denoise algorithms won't recognize it as a noise, but rather as a static detail. There are even studio where denoising procedure is a standard part of pipeline. Saves them a bit of rendertime.
-
There are even studio where denoising procedure is a standard part of pipeline. Saves them a bit of rendertime.
It is. We're using this method occasionally.