I did some tests also with network render but version 4 seems slower than version 3.08.5. Except this the denoiser works very well also for animations!
Hi to all, i post a request and some doubts I have about the Denoiser and multipass management. I wondered if it's possible to have the following workflows: For stills 1.) from active LV (Denoiser and postfx activated in Octane Camera tag) with locked resolution (Ex 1080x1080) -> while LV is rendering for example the sample XXXX/4096 samples -> start / continue the render in PV without losing the samples already rendered in LV (with PV pre-setup done like this: 1080x1080 img type, name and location). No multipass, only a single image without noise and with postfx (from camera tag). 2.) export directly to PV a single denoised image + the postfx from the tag camera (LUT bloom, glare etc). No multipass. 3.) export directly to PV a single denoised image + the postfx from the tag camera (LUT bloom, glare etc). + multipass for z-depth one more image.
For video Keep in mind that I'm thinking about this after seeing this tutorial
by Stuz0R / Stuart Lippincott When I want to do compositing using the z-depth to add fog.
Can I do this? A) export to PV the first block / sequence of images denoised beauty + the postfx from the camera tag (LUT bloom, glare etc). + second block / sequence of multipass images for z-depth? Or better do this (as he shows in the tuto)? B) export a single block / sequence of exr with denoised beauty + postfx + z-depth
My current thoughts: - if point A is possible and I need to do compositing only with the z-depth for fog, then I choose this workflow -> right? - is workflow B only necessary if I want to work in compositing with denoised beauty, postfx and z-depth with each of them separately? what could be the advantages? z-dept for fog and smoke to add depth and then? denoised beauty separated from postfx (bloom, glare tec) for ... what?
Sorry in advice for my fragmented knowledge of C4D, Octane and english language. Take the opportunity to congratulate and give a big thanks to Aoktar for all the incredible work done so far, I recently exported a video of a really heavy scene for my hardware setup at incredible speed!
When I see preview icons like that in the node editor, I quickly save and quit. I think it may be a symptom of corrupted texture memory on the GPU. It may just be coincidence that it happened to you with a vertex map, as I see the same kind of thing in other channels, too.
Technical Director - C4D, Maya, AE, - Washington DC
caexsar wrote:Hi to all, i post a request and some doubts I have about the Denoiser and multipass management. I wondered if it's possible to have the following workflows: Cheers ... Cesare
I asked Aoktar to do this many times. Apparently waiting for this is meaningless.