Exclude from denoising per material or object

Forums: Exclude from denoising per material or object
A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.

Exclude from denoising per material or object

Postby leehenshall » Wed Jun 15, 2022 12:43 pm

leehenshall Wed Jun 15, 2022 12:43 pm
The denoiser does a great job....

But sometimes it denoises certain materials/objects too much. I am wondering whether artists could control this by communicating to octane not to denoise certain objects or materials.

A good example of excessive denoising are carpaint flakes. The denoiser makes the car paint look too smooth. Even at low samples the car paint looks better on the undenoised render.

I could render a non denoised and denoised pass and use a material matte to mask out the car paint in post. But it would be nice to be able to do this in render whilst working.

It is possible that with the next round of improvements to the denoiser it will be better equipped to handles this kind of scenario.
leehenshall
Licensed Customer
Licensed Customer
 
Posts: 183
Joined: Sun Oct 25, 2015 5:44 pm
Location: England

Re: Exclude from denoising per material or object

Postby pegot » Wed Jun 15, 2022 7:54 pm

pegot Wed Jun 15, 2022 7:54 pm
+1
I have run into this situation too and would love to be able to set denoising per object or material.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff

Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
pegot
Licensed Customer
Licensed Customer
 
Posts: 921
Joined: Mon Nov 07, 2011 3:44 am

Re: Exclude from denoising per material or object

Postby karl » Wed Jun 15, 2022 11:53 pm

karl Wed Jun 15, 2022 11:53 pm
leehenshall wrote:I could render a non denoised and denoised pass and use a material matte to mask out the car paint in post. But it would be nice to be able to do this in render whilst working.


Coming in 2022.1 there's a new type of output AOV - cryptomatte mask - and you can use this in conjunction with a composite output AOV to achieve this in the render while working. This is effectively the same as being able to denoise per object or material, with a little bit more artist control (but also complexity). There's even a picking tool so you can interactively toggle objects/materials by clicking them in the viewport.
karl
OctaneRender Team
OctaneRender Team
 
Posts: 367
Joined: Sun Oct 13, 2019 11:26 pm

Re: Exclude from denoising per material or object

Postby pegot » Thu Jun 16, 2022 2:29 am

pegot Thu Jun 16, 2022 2:29 am
Great news! I have had cases where denoising and use of a Shadow Matte cased very bad artifacts and bluring - no matter how many samples were used. I hope the cryptomatte and AOV system will fix that as well.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff

Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
pegot
Licensed Customer
Licensed Customer
 
Posts: 921
Joined: Mon Nov 07, 2011 3:44 am

Re: Exclude from denoising per material or object

Postby leehenshall » Thu Jun 16, 2022 9:27 am

leehenshall Thu Jun 16, 2022 9:27 am
Excellent news!

I did look for a cryptomatte node in the Octane compositor but couldn't find one. Very pleased to find out this is coming soon.

Live node based compositing is such a great feature and is a good solve for this request.

Thankyou.
leehenshall
Licensed Customer
Licensed Customer
 
Posts: 183
Joined: Sun Oct 25, 2015 5:44 pm
Location: England

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 15 guests

Sat Apr 27, 2024 1:08 pm [ UTC ]