Better Diffuse Color bleed

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coilbook
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Hi, Do you guys have any plans to create less noisy diffuse color bleed. Right now we use AO only for animations and get pretty good results but Diffuse does make image look richer and better the only problem even if you bake it for 6000 - 8000 sample diffuse images are still too noisy. Any plans to make simple color bleed for animation that is not physically accurate

Thanks
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profbetis
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This probably isn't the solution you're looking for, but it's a great investment if you're going to be working with Octane for most projects. I bought a de-noising plugin that works with post-production software like After Effects, Premiere, etc. It's called Neat Video (https://www.neatvideo.com/)
It's saved me countless hours of rendering time just for a clean result, and it also runs on GPUs so it's fast. (It has a demo version that I recommend trying first)

I did a test here to demonstrate its capabilities.
https://vimeo.com/139969530
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coilbook
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profbetis wrote:This probably isn't the solution you're looking for, but it's a great investment if you're going to be working with Octane for most projects. I bought a de-noising plugin that works with post-production software like After Effects, Premiere, etc. It's called Neat Video (https://www.neatvideo.com/)
It's saved me countless hours of rendering time just for a clean result, and it also runs on GPUs so it's fast. (It has a demo version that I recommend trying first)

I did a test here to demonstrate its capabilities.
https://vimeo.com/139969530

Thank you! I tried once and never got it working. Does it only work on a single image or can you quickly apply to the whole video and it will do automatically. I know it said find a large area of the same color but in our animations video changes a lot
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profbetis
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It works like a charm for animations, very intuitive. In fact it has temporal filtering so it's designed for animations.

Finding a large patch of uniform noise is probably the trickiest part. You don't actually need it to be that large, and even when it gives you warnings, it will still work. What I've done is saved the profile from a great frame of "Octane Noise" that you can then re-apply to future frames without analyzing that frame in particular. You might render out a special frame perfectly capturing your problem, analyze that, save it as a profile, and then load that profile for your animation. It sounds tedious but you'd then be able to apply that profile (save it as color-bleed-noise or something) whenever you need to denoise that particular noise type.
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linvanchene
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profbetis wrote:This probably isn't the solution you're looking for, but it's a great investment if you're going to be working with Octane for most projects. I bought a de-noising plugin that works with post-production software like After Effects, Premiere, etc. It's called Neat Video (https://www.neatvideo.com/)
It's saved me countless hours of rendering time just for a clean result, and it also runs on GPUs so it's fast. (It has a demo version that I recommend trying first)

I did a test here to demonstrate its capabilities.
https://vimeo.com/139969530
Thank you for sharing.

- Which application did you use to create the terrains (the landscape) in the video?

- Are the clouds created with the procedural layer technique you described here:

viewtopic.php?f=9&t=44337 ?

- - -
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coilbook
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profbetis wrote:It works like a charm for animations, very intuitive. In fact it has temporal filtering so it's designed for animations.

Finding a large patch of uniform noise is probably the trickiest part. You don't actually need it to be that large, and even when it gives you warnings, it will still work. What I've done is saved the profile from a great frame of "Octane Noise" that you can then re-apply to future frames without analyzing that frame in particular. You might render out a special frame perfectly capturing your problem, analyze that, save it as a profile, and then load that profile for your animation. It sounds tedious but you'd then be able to apply that profile (save it as color-bleed-noise or something) whenever you need to denoise that particular noise type.
Thank you!
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profbetis
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linvanchene yes that's the same cloud technique. It's a lot slower than I'd like it to be so I don't use it too often, but it's fun to use when it's appropriate.

The terrain was created from a simple heightmap created in https://www.filterforge.com/. I just have a plane that has a dense grid of polygons and used a Displace modifier using the heightmap. I then also used the same heightmap as an Octane displacement map for smaller details.
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linvanchene
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profbetis wrote:linvanchene yes that's the same cloud technique. It's a lot slower than I'd like it to be so I don't use it too often, but it's fun to use when it's appropriate.

The terrain was created from a simple heightmap created in https://www.filterforge.com/. I just have a plane that has a dense grid of polygons and used a Displace modifier using the heightmap. I then also used the same heightmap as an Octane displacement map for smaller details.
Thank you a lot for explaining!

You motivated me to get filterforge 5.0 with that 80% sale left for one day still going on...
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pegot
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I just bought Filter Forge at the discount too. Pretty much on a whim as I never heard of it before. Seems pretty amazing, though it keeps crashing on me on the Mac anytime I try to generate a texture larger than 2048!
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profbetis
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The forums are active but not overwhelming like they are here. If you post, you're sure to get great responses from knowledgeable users in the community. We'd love for you to join us :D

This is the filter I used specifically: https://www.filterforge.com/filters/12449.html
It doesn't output a height map but I opened up the filter and extracted the height map they used to calculate their own shading.
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