Altus rendering denoising system

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Re: Altus rendering denoising system

Postby nildoe » Mon Aug 01, 2016 9:43 am

nildoe Mon Aug 01, 2016 9:43 am
not only that but it seems to be the same pricing as the upgrade we paid from v2 to v3 :(:(.
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Re: Altus rendering denoising system

Postby Goldorak » Mon Aug 01, 2016 7:25 pm

Goldorak Mon Aug 01, 2016 7:25 pm
Altus denoiser is not made by OTOY. It is a 3rd party external tool sold by Innobright, at a price of their choosing, which supports multiple renderers (including Octane 3.0, which we have helped them validate).

We do plan to work with Innobright to create and offer Altus as an integrated 3rd party plug-in for OR (using the 3.1 module system SDK which his now public). This will allow the denoiser to function more directly inside Octane 3.1, ORC and the DCC plug-ins (basically like a photoshop filer plug-in). This will also server as a template for any 3rd party denoiser framework to be integrated into Octane 3.1+ going forward, and several 3rd parties are working on this.

if 3rd party denoisers aren't working to everyone's satisfaction, we will consider allocating resources to work on our own 1st party denoiser, after the main 3.1 features are out of beta. We first want to understand how people use and value Altus (apart from price) before we duplicate any efforts they have already made. And, much more importantly, we want to see how far Octane 3.1's optimizations and adaptive sampling system will get us to fast noise free renders, before work on biased denoising (which in our view is a solution of last resort).

While we don't influence the pricing of 3rd party tools outside of OctaneRender, once a 3rd party product is sold to users as Octane module, we can work with the partner on pricing that makes sense for our users.

Hope that helps explain things better.
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Re: Altus rendering denoising system

Postby prehabitat » Mon Aug 01, 2016 9:46 pm

prehabitat Mon Aug 01, 2016 9:46 pm
Goldorak wrote:Altus denoiser is not made by OTOY. It is a 3rd party external tool sold by Innobright, at a price of their choosing, which supports multiple renderers (including Octane 3.0, which we have helped them validate).


Just to clarify - because it wasn't clear to me at first - the Prorender 'PRM for Altus with OctaneRender denoiser tool' is by Prorender, not by Innobright.
If I understand Goldorak's statements; Otoy are working with Innobright on a Octane 3.1+Altus integration.

The Prorender offering allows batched denoising using the Altus denoiser (so you would need a licence for that too) either locally, to a local server (render farm) or to their 'cloud' render farm...

Correct me if I'm wrong anyone..
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Re: Altus rendering denoising system

Postby Draydin_r » Mon Aug 01, 2016 9:49 pm

Draydin_r Mon Aug 01, 2016 9:49 pm
That's the impression I got IMO. I've been seeing Prorender advertise all across the forum for the month or so. In no way do they seem affiliated with OTOY.

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Re: Altus rendering denoising system

Postby Goldorak » Tue Aug 02, 2016 12:28 am

Goldorak Tue Aug 02, 2016 12:28 am
Draydin_r wrote:That's the impression I got IMO. I've been seeing Prorender advertise all across the forum for the month or so. In no way do they seem affiliated with OTOY.

Draydin_r


Sorry, I did miss this part. Prorender is not affiliated with OTOY nor our work with Altus on the integrated plug-in. I probably should read up on these posts to understand the offering, but it sounds like it is a batch system which automates the current workflow?

The only work I can speak to is our validation and testing of Altus for Octane V3.00, which we did back in March. Next step is enable them to offer a direct integration of their denoiser in 3.1 using the just released module SDK.
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Re: Altus rendering denoising system

Postby mbcburt » Wed Aug 03, 2016 10:19 pm

mbcburt Wed Aug 03, 2016 10:19 pm
The denoising solution is such a key feature and if Octane could get this built in it would be such a huge core feature. It seems sad that all the other major players for rendering have integrated denoising technology. The FStorm for instance cut the renders down dramatically and I see there are some legal matters between Otoy and FStorm now that are in the works. This is such a big feature that I am sorry to say I am forced to look at some of these other avenues, redshift, vray, renderman, etc.
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Re: Altus rendering denoising system

Postby PHM » Fri Aug 12, 2016 3:07 pm

PHM Fri Aug 12, 2016 3:07 pm
We're evaluating altus as a standalone while we're waiting for the 3.1 integration, early tests are good, even with just beauty and position.
Can anyone confirm these are the correct passes?

beauty - beauty
normals - geo.norm
position - position
albedo - diffuse filter
visibility - opacity
caustics - refraction filter

Also, we've been rendering twice with slightly different sample numbers for the b0/b1-frames.
For example pathtracing with 290/300 samples for b1/b0.
Is there a better way?
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Re: Altus rendering denoising system

Postby 3dgeeks » Tue Sep 13, 2016 5:43 am

3dgeeks Tue Sep 13, 2016 5:43 am
Surely developing an internal Otoy solution will ultimately be easier to keep updated codewise. In addition to the pass style denoiser, i really thing getting Brigade denoiser or something similar to Fstorm would greatly benfit everyone. Hopefully this doesnt get deleted for mentioning Fstorm. :)
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Re: Altus rendering denoising system

Postby st771207 » Tue Dec 20, 2016 4:12 am

st771207 Tue Dec 20, 2016 4:12 am
hi

i want to konw in Altus rendering These channels in OCTANE is which channels

Can you help me?

thX!!!


RGB: This is the beauty render
ALB: This is an albedo AOV, unshaded texture AOV
VIS: This is the visibility of the geometry to the lights, a suitable AOV for this would be a
shadow AOV
NOR: Forward Facing Normals with bump map preservation
POS: World Position
CAU: Caustics AOV



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Re: Altus rendering denoising system

Postby 3dgeeks » Sat Dec 24, 2016 3:10 am

3dgeeks Sat Dec 24, 2016 3:10 am
We have been testing Altus and it is showing some promise, though it fails due to memory on super large VR image. They tell me this we be fixed early next year. I hope in 3.1 that it can have adaptive + post processing noise removal built in as using a 3rd party plugin is not ideal in the long term. Sorry for harping on guys, but all the smoke, OSL, etc isnt critical if noise wont resolve.
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