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Denoising Best Practise
In General Questions
Feb 24, 2021
Hi James, What I meant was, if you use the denoiser in the render pane, and not in the compositor, you will get different results from each render node, meaning you will see a visible line in the CR tiles. It's important to denoise as a last step in the compositor. It's also faster. Also, with denoising it is tempting to shoot for lower sample settings. I am aware that different contexts will allow for different sample settings, but over time I am starting to get a slight feel for what will be needed where. But I am painfully going through trial and error and everyone is so damned coy about fleshing out the ball park rates they have come to, or ways to approach it. Do people split the scenes into background and foreground and composite later routinely for example? So another example, the lower the amount of light in the scene, the more noise. Volumetrics also increase noise because it is scattering light unevenly. The more light bounces the slower the render, but it my not always be necessary to have light bounces, allowing for faster render and higher sample counts. Do you go for higher volume light bounces and then reduce the effect in compositing? There must be some relation between the amount of light in a scene and sample setting in order to make for successful temporal denoising later. The Optix and Intel deniers are similar and the intel seems a bit better at animation, but should we avoid using them altogether? I am leaving them on and including a denoising pass in the EXR. The reason I mentioned going through the step of bring the multilayer EXR into Blender to split up (and or denoising) is because my VFX software does not handle multilayer EXR - only single layer. I am finding file output while rendering to be unreliable, but exporting the layers from the multilayer to work fine. Putting numbers on things, for medium-low light, between 700 to 1200 samples looks to be enough for a temporal denoiser to handle. Medium to high light, you could maybe get away with 500 samples. Anything lower than that might be possible but it will be tricky. It looks to me that the more movement in the scene the higher samples required. So for medium movement add 100 to 200 samples. For greater movement add maybe 200 to 300. I could be wrong about that...just trying to put some numbers on things.
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