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Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 10:15 am
by paride4331
mykola1985 wrote:is there any way to make hairs render better with denoising feature? it's very blurry...
Hi mykola1985,
Denoiser does not work with volumes and hair for now.
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 10:35 am
by paride4331
HHbomb wrote:Hi, Paride. In SA when using denoising, the beauty layer is always un-denoised even after fisrt denoise. So we can switch noise/denoised to see difference. Or I miss something ?
Hi HHbomb,
you have to use denoise beauty layer
viewtopic.php?f=27&t=67819
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 10:36 am
by mykola1985
Thanx for the reply paride! hope it will be implemented soon :-P

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 10:45 am
by paride4331
coilbook wrote:Hi What are min denoiser samples and min denoiser intervals?
Does min denoiser samples mean let it render so many samples before denoiser kicks in?

And what is denoise on completion? is it alternative to interval denoising or they work together ?


What would you recommend a minimum amount of samples to render before activating denoiser 1000? 2000? My goal is no loss of details or blurry images.

THnaks
Hi coilbook,
You would test denpending on your scene.

Denoise on completion
If Enabled, beauty passes will be denoised only once at the end of a render. This option should be disabled while rendering with an interactive region.
Minimum Denoiser Samples
Minimum number of samples per pixel until denoiser kicks in. Only valid when the denoise once option is false.
Maximum Denoiser Samples
Maximum interval between denoiser runs (in seconds). Only valid when the denoise once option is false.
Blend
A value between 0.f to 1.f to blend the original image into the denoiser output. Setting 0.f results with fully denoised image and setting 1.f results with the original image. An intermediate value will produce a blend between the denoised image and the original image.

Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 1:02 pm
by mykola1985
hi paride, where can i find ''denoise once'' option?

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 1:58 pm
by paride4331
mykola1985 wrote:hi paride, where can i find ''denoise once'' option?
Hi mykola1985,
it means denoise can work during render or at the end.
If it works at the end (Denoise on completion), then Minimum Denoiser Samples and Maximum Denoiser Samples do not work.
Alternatively, denoise works following Minimum Denoiser Samples and Maximum Denoiser Samples parameters.
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 2:03 pm
by mykola1985
Now I got it! Thank you Paride! ;)

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 4:14 pm
by HHbomb
I made little script to switch beauty/denoised beauty :
- refresh button is to load render setup state.
- DN button : activate denoising
- B : beauty
- D : denoised beauty

----------------------------------------------------------------------------------

(
currentrenderer = renderers.current
try(destroyDialog ROLL)catch()
(
rollout ROLL ("DN")
(
button BREFRESH ">> REFRESH <<" pos:[0,2] width:120 height:25

checkbutton DN "DN" width:50 enabled:true pos:[0,32]
button DNORI "B" pos:[55,32] width:30 height:21
button DNRES "D" pos:[85,32] width:30 height:21

fn CCHECK =
(
if (currentrenderer.viewcam_denoiser_enab==false) then (DN.checked=false) else (DN.checked=true)
)
on BREFRESH pressed do
(
CCHECK()
)
on DN changed theState do
(
if DN.checked==1 do currentrenderer.viewcam_denoiser_enab=true
if DN.checked==0 do currentrenderer.viewcam_denoiser_enab=false
)
on DNORI pressed do
(
OctaneMaxFPI.ViewportSetControlState 12 0
)
on DNRES pressed do
(
OctaneMaxFPI.ViewportSetControlState 12 47
)

)
createdialog ROLL height:56 width:120 pos:[325,250]
)
)
-------------------------------------------------------------------------------------------------

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 4:21 pm
by coilbook
Denoise on completion
If Enabled, beauty passes will be denoised only once at the end of a render. This option should be disabled while rendering with an interactive region.
Minimum Denoiser Samples
Minimum number of samples per pixel until denoiser kicks in. Only valid when the denoise once option is false.
Maximum Denoiser Samples
Maximum interval between denoiser runs (in seconds). Only valid when the denoise once option is false.
Blend
A value between 0.f to 1.f to blend the original image into the denoiser output. Setting 0.f results with fully denoised image and setting 1.f results with the original image. An intermediate value will produce a blend between the denoised image and the original image.

Regards
Paride[/quote]

Thank you!

Re: OctaneRender® for 3ds max® v4.00-XB3 - 6.01 [TEST]

Posted: Wed Jun 13, 2018 10:35 pm
by senorpablo
Issues with this build:

1. The viewport gets stuck in loop where it renders about 8 samples and then starts over continuously. This seems to be a material issue. I rolled back to 3.08.1 - 5.11 and imported an object from v4 into a scene that works fine in the v3 viewport and the issue persists. If I assign another material, the viewport works just fine again.

2. Some animated objects and their shadows begin to disappear as they approach the camera.

3. I had an issue with objects having a random material color where the first frame of an animation had different colors than the rest of the frames. This same material renders fine in v3. The rest of the objects in the scene were consistent(not a lighting issue, etc.).

4. Denoising doesn't work with stereo cubemaps. The image denoises okay, but the denoised areas aren't consistent between each eye, and therefore the perceived depth of those pixels is incongrous and clearly out of place. Not sure if static noise setting would fix this issue.