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Built in Denoiser

So you'd like something that's not there? Just tell us what, we'll see what we can do.

Re: Built in Denoiser

Unread postby tom_tm » Tue Jan 31, 2017 3:15 am

Thank you Yann, I will give a try with the PBR.
What would it be for the good legacy renderer? There is no such parameter in the AOV Editor, or did I oversee it?
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Re: Built in Denoiser

Unread postby isoyann » Wed Feb 01, 2017 6:58 pm

Hi,

For legacy, it is the front_diffuse_i AOV.. works the same way!

Thanks.

Yann
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Re: Built in Denoiser

Unread postby tom_tm » Thu Feb 02, 2017 4:39 pm

Thank you Yann,

for those interested in this denoiser, I attached the screenshot. I Set the Render Output to Arnold.
You always need to render the same frame twice with a different noise seed in the renderer.

the name convention is always for:
Seed one: ImageName_b0.00001.exr
Seed two: ImageName_b1.00001.exr
Attachments
Altus_setup.jpg
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Re: Built in Denoiser

Unread postby paq » Mon May 15, 2017 11:44 pm

Thanks a lot Tom, that helps a lot !

Get pretty amazing result, but the interface is pretty dumb.

Every time I add a path for a new AOV, altus add a couple of '%' in previous input field. (I'm using layers method). I end up creating path name by hand in a notepad and paste them in their respective field.
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Re: Built in Denoiser

Unread postby paq » Sat Jun 03, 2017 8:55 pm

Sounds like science fiction 8-)

AI for noise cleaning :
https://blogs.nvidia.com/blog/2017/05/1 ... y-tracing/
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