Can we get built in denoiser like renderman

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
Post Reply
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

This looks cool and it speeds up rendering by 2-10 times
Would be nice to see this in version 3
http://renderman.pixar.com/view/denoiser
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

coilbook wrote:This looks cool and it speeds up rendering by 2-10 times
Would be nice to see this in version 3
http://renderman.pixar.com/view/denoiser
I have posted about this in another thread. The short answer is yes, filtering and denoising are interesting options beyond the existing hotpixel filter, and we've explored this extensively, even implementing this in Brigade at one point. It is independent of the renderer in fact. What we have found is that good denoising, even on GPU, can be pretty computationally expensive to do right, and will come with a trade off in terms of blurring high frequency details. May not matter in some cases, but will in others. It is not a silver bullet.

We have other paths that are perhaps even more promising. One of those is much faster light sampling that may get us nearly noise free results in a lot less samples than it takes now (something we've been experimenting with since 1.5). It is going to take more R&D before we can say more about where this fits into our roadmap.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Thank you!

Looking forward to that new light sampler especially for small lights at night. Hopefully it will also resolve blurred highlights DOF noise too.
User avatar
Jolbertoquini
Licensed Customer
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London
Contact:

Goldorak wrote: I have posted about this in another thread...
This the Post... :D
viewtopic.php?f=24&t=48606
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
User avatar
momade
Licensed Customer
Posts: 349
Joined: Wed Feb 19, 2014 9:52 pm
Location: Cologne - Germany
Contact:

talking about denoising. so far i am using standard denoisers available on the market or built into software packages and i am always coming to the point, that i can denoise the R/G/B channels separately. as far as i see this, octane produces "monochromatic" "greyscale" noise. right? i dont know how to put this into better words. but there is no different noise in the color channels. am i wrong?

br.
mo
User avatar
MB
Licensed Customer
Posts: 168
Joined: Tue Jan 15, 2013 3:41 am
Location: Washington, D.C.
Contact:

Noise/fireflies seem to be the single biggest weakness in path tracing renderers.
It is the number one complaint in our office from the rendering cognoscenti.

There are two, at least partial solutions to this problem, proposed by octane team members along time ago.
1) Render a larger image say 2x2 times desired final output, or 4x4 times final output, the down size in photoshop
2) Render the image to a lower level of samples 2 or more times, then merge them using the darken operator in photoshop

If these two techniques produce the results people desire, could there not be a rendering method that does this automatically.

e.g. tell octane to generate 4 beauty passes at 2000 spp each and overlay them with a darken method to derive the final beauty pass
e.g. tell octane to render at a given resolution (user would double desired output dimension) and when user deems enough samples have been made, there is an option to resize to half dimensions.

And if it helps, you can elect to combine both methods.

Selling software is as much about internal client politics and the inevitable advocacy groups within, as it is about features, functions and performance.

i can better 'sell' octane if I can explain how it eliminated the need for a second skill set, i.e. Photoshop, and the extra time spent and billed in post processing.
Artistic eyes, the ones we ultimately want are rarely combined with multi product software skills, (let software skills period), keeping it all in a single platform is very valuable.
Windows 11, 2x Intel I9, 64GB Ram, 2x GTX 1080 TI, 1 x RTX 380 TI, Oculus Quest 2
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

MB wrote:Noise/fireflies seem to be the single biggest weakness in path tracing renderers.
It is the number one complaint in our office from the rendering cognoscenti.

There are two, at least partial solutions to this problem, proposed by octane team members along time ago.
1) Render a larger image say 2x2 times desired final output, or 4x4 times final output, the down size in photoshop
2) Render the image to a lower level of samples 2 or more times, then merge them using the darken operator in photoshop

If these two techniques produce the results people desire, could there not be a rendering method that does this automatically.

e.g. tell octane to generate 4 beauty passes at 2000 spp each and overlay them with a darken method to derive the final beauty pass
e.g. tell octane to render at a given resolution (user would double desired output dimension) and when user deems enough samples have been made, there is an option to resize to half dimensions.

And if it helps, you can elect to combine both methods.

Selling software is as much about internal client politics and the inevitable advocacy groups within, as it is about features, functions and performance.
Great ideas but for animations it is too slow I hope one day otoy will add Brigate as a kernel type for animations


i can better 'sell' octane if I can explain how it eliminated the need for a second skill set, i.e. Photoshop, and the extra time spent and billed in post processing.
Artistic eyes, the ones we ultimately want are rarely combined with multi product software skills, (let software skills period), keeping it all in a single platform is very valuable.

Great ideas but for animations it is too slow I hope one day otoy will add Brigate as a kernel type for animations
I am hoping that cloud GPU rendering will be inexpensive. I would pay 20$ per 1 minute of rendered animation at 1080p ;)
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Just found this video from this year's SIGGRAPH

User avatar
e3production
Licensed Customer
Posts: 9
Joined: Fri Aug 29, 2014 6:23 pm
Location: Montreal
Contact:

BTW Iray does denoiser/degrain too in a post process. (see attachement)
You do not have the required permissions to view the files attached to this post.
User avatar
Jolbertoquini
Licensed Customer
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London
Contact:

Rikk The Gaijin wrote:Just found this video from this year's SIGGRAPH

I saw that to is looking really interesting similar to the doc from disney aswell.

http://www.disneyresearch.com/publicati ... mposition/
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
Post Reply

Return to “Commercial Product News & Releases (Download here)”