After i do some render i’ve notice that the denoising data dosen’t work. I try to connect the multiple denoising data to a denoise node in the compositor and the result is a blank image. Any suggestions?
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I have the same problem and it makes this addons useless for my purposes sadly, with that and OPTIX not being supported I'll either split the frame or just render all day
I’ve find a trick to avoid the problem, tomorrow i’ll post a description with an example image!
@danielebelli96 Oh, that sounds promising, I look forward to your post!
The screenshot above show how i do for avoid the problem. I use the standard image output from the render layer, as you can see, i’ve select normal and the color of each material type in the passes tab. I’ve mix all the color to reproduce the albedo. Obviously the passes selected are based on my scene. just select and combine the different color passes to reproduce an albedo map of your scene and the game is done! Wish it will be useful! 🤓
@danielebelli96 That's quite interesting, I would imagine that the extra Denoising data that you'd normally use would be better suited for the job in some way otherwise what'd be the point of including it as a separate pass? In any event I'll certainly give that a try and see how the results look. If they're about right then I guess that will do, thanks for the tip! (I'll come back and post my findings after a quick low sample comparison)
PS: Well I can come back and say the results were actually pretty great, although transparent materials aren't handled correctly your custom Albedo map actually offered better results than the default Denoising Albedo node outside of transparent objects,
Now, my scene is focused around an advanced crystal but at least I can get somewhere with this trick, thanks!
As for any devs reading this, I have no idea what it would involve to also transfer the denoising info across clients but that feature would be greatly appreciated now that the new AI denosing node is extremely effective/accurate! In my case I still need it because only the denoising normal node accounts for transparent interactions.
Also OPTIX rendering on my 2080 tis instead of CUDA has given me a significant performance boost with no degradation to quality in my scene, so if it isn't too hard to implement I'd really appreciate support for that as well, but before then denosing data seems most important.