Altus rendering denoising system

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voltaire585
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Thanks for the feedback Goldorak, Id like to see some examples of brigades solution, and see if it can improve noise behind glass and small light specular highlights, or night scenes with a lot of plants.

Im keen to keep this issue alive, as Otoy should too because render speed is Octane prime business strategy. Now if people can render again with Vray, Corona as fast, where does that leave Octane? Im amazed that it isnt Otoys No1 priority.

We have 2 new artists starting and they come from a corona background. And really its been hard to explain to them the advantages of Octane over Corona for interiors.

Anyhow Im still pushing for our studio to be Octane only, so i hope you guys get the time to get onto it soon :P
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FrankPooleFloating
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Yo! innoBright halves price of Altus 1.3:

http://www.cgchannel.com/2016/03/innobr ... altus-1-2/
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Rik
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Goldorak wrote:
voltaire585 wrote:I would be very interested to see the Brigade denoiser brought over, assuming it uses geometry for its calc and not just the final image. Looks like Corona is going to kick butt for interiors while we are still waiting 8 hours for 10000 sample still noisy renders. :D
The brigade denoiser has a lot of potential if deeply integated in octane, like many other Brigade features that made their way to V3.
Goldorak - Are you saying that the denoise system you've developed for Brigade is the same one you're putting into Octane?

The GTC presentation showed the overriding reason to stay with Octane and not jump to Redshift, 2 images of complex scenes rendered to only 16 samples and denoised (slides 39 - 43 on the Otoy GTC presentation) All a bit confusing though as the images have Altus plastered all over them (you're honestly using the demo version? Wow)

Whichever method you're using, will we need to wait for 3.! to be done before we get to use a seamlessly integrated denoiser? Can you tell us when that will be.

I think Otoy is taking a real gamble by trying to do so many things, not explaining them properly to their customers, not saying when they'll be released, not keeping up with their competition in terms of speed/features/documentation

Sorry if this is sounding negative - I recently realised we'll be stuck on an old, old version of Octane if we can't get the 2 stage material converter to work for 3ds max, currently it's not.
Which means there's no access to any of the features from the last year of development and onwards unless we redo all the materials we use daily. If that needs to be done then we may as well make the jump to Redshift. Would like to stay with Octane as I don't really like 'switching sides' but Otoy are spending so much resource on features I either don't need or don't understand (lack of info, we're artists, not coders)
Last edited by Rik on Tue May 10, 2016 9:22 am, edited 1 time in total.
Rik
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One more thing- the Brigade integration. The notes seem to be saying that this will be a part of Octane Engine (still not clear what Octane Engine is, other than it's a subscription based product...
OTOY will introduce OctaneEngine, a new subscription-based offering that provides new flexibility and functionality in content creation...

Brigade’s high-speed real-time path tracing will be coming to OctaneRender: OTOY is listening to the community and integrating Brigade’s revolutionary real-time path tracing technology into OctaneEngine.
So if we want to use Brigade, we'll be paying extra for it?
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RobSteady
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11000 topic views should signal that our studio is not the only one interested in this feature.
I posted the topic here again, trying to get an answer on denoising/adaptive sampling. Can anyone from Otoy please make a statement? Thanks!
viewtopic.php?f=9&t=53855
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Goldorak
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Adaptive sampling is a 3.1 feature and won't take long to implement.

The Altus denoiser is a 3rd party plugin, which we are validating with the new 3.1 native plugin system/SDK.

Today, Alrus does work externally eith Octane with 3.00 beta 1 AOVs renders. This how we tested the denoising samples shown in the GTC slides. We would like to have the denoiser become an integrated 3.1 plugin so it is easier for artists to use in their host app of choice and also available on ORC.
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RobSteady
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Good news, Goldorak! An integrated solution would be so nice. Thanks for the feedback.
Hopefully both features will be available soon.
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ff7darkcloud
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Hi, Goldorak, could you provide a list of the Octane passes/AOV's needed? I tried rendering the ones I believe to be the right ones using PMC, but Beta 1 crashes as soon as I change from PT to PMC. Some insight might help. Thanks!
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voon
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Newbie question: do these denoisers work without destroying the realism of physically correct rendering? I mean caustics details etc?
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RobSteady
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Depends on your source image I would say; after a decent amount of samples you shouldn't loose much.
Compare the renders I posted at the beginning.

From the Corona forums
Rendertime: 1:40 min (4 passes, which is almost nothing)
Filtering Time: 43Sec
image.jpeg
image.jpeg
Here's a short review:
https://youtu.be/BMhAVnKGPM4
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