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Use Noise Threshold, but how?

Posted: Sun Nov 04, 2018 7:36 pm
by FarbigeWelt
There was a band called "Art of Noise". A good friend gave me once their LP compilation "The best of the Art of Noise". He noted, its topic tells exactly what it is and shuddered. Well, taste is individual, and depends on age and time. In this band's most famous times noise was ubiquitous. Dolby was a name connected to Noise Reduction, e.g. type B, common used for analog audio tapes. Back to images, isn't it funny, today's digital created images are based on randomly distributed rays to save time and then, to save even more time, remove intentionally introduced random pattern (noise) e.g. by transforming an input signal into mathematical equations, which in sum aproximate original signal, changing equations proportions usually responsible for noise before outputting cleared and smoothed result signal. Principally, every signal can be synthezized summing sine signals of different frequencies, amplitudes and phases.

There is small note meaning Three comes hardly ever to an end.
Test_g_Point Light
Test_g_Point Light

Be Aware of Invisible Details

Posted: Sun Nov 04, 2018 8:10 pm
by FarbigeWelt
Test_g_Point Light_1.5xHD
Test_g_Point Light_1.5xHD

Falls In

Posted: Sun Nov 04, 2018 11:52 pm
by FarbigeWelt
Falls-In.gif

Living Colors Room, Raw and Difference

Posted: Tue Nov 06, 2018 10:06 pm
by FarbigeWelt
Because I prefer to show works in progess or analyses this part of the forum, I quoted lacilaci's request again. Lacilaci is refering to viewtopic.php?f=3&t=688#p7343
lacilaci wrote: Tue Nov 06, 2018 2:04 pm If you don't mind, how does the image look before denoising? 2100 samples is quite a lot
Indeed, that are a lot of samples. And I wonder why render did not halt with 100.00% convergence.
Living Colors Room, convergence 100.00%.png
Living Colors Room, convergence 100.00%.png
This is the raw picture. I connected to file output nodes to render layer, one for raw and the other for denoised file. There is often a third file, the mixed composite of the two channels. Usually, I prefer a certain amount of noise, maybe I'm just too used too it, but at least one has to have the choice. Some objects are charming with their perfect cleanliness, others deserve wear and tear, but also grooves, scratches and edged characters.
Living Colors Room_raw
Living Colors Room_raw
The next picture is heavily exposed to show the difference between raw and denoised 16 bit images clearly.
Living Colors Room_difference, exposure +12.7
Living Colors Room_difference, exposure +12.7

Just for fun: Blender Ocean, openCL path

Posted: Thu Dec 06, 2018 10:12 pm
by FarbigeWelt
Clipped and in post process denoised in PS.
Animated gif: 256 colors, perceptive dithered, 50% loss
ocean.gif
(200 samples per frame)

To animate an object with modifer ocean, one has to set keys on time (key I), e.g. 1.0 in first frame and 20.0 in last of 150 to 250 frames.
Then change the curve type, the the extrapolation mode of channel, to linear (graph editor).
Linear is anyway a good option for a lot of animated keys.
Default extrapolation mode is spline probably because with curves it is easy to approximate balistics or define smooth acc-/decelerated moves of body parts. Blender switches between the two modes (key shift E) but only shows linear in the channel menu.

Ocean in three spot lights, BiDir, heterogenous

Posted: Mon Dec 10, 2018 6:25 pm
by FarbigeWelt
First I tried to set up the scene und three suns but result did not meet my expectations. After replacing suns by spot lights and switching to BiDir I got more exptected result. Path rendrer seems not work with well with heterogenous, scattering medium. This is why I decided to reach for the high hanging and slow growing BiDir fruit. The colored sea remembers me planctonics like algae floating close to water's surface.

Kitchen, first preview

Posted: Mon Dec 10, 2018 6:41 pm
by FarbigeWelt
What I still wonder about.
Why is a room darker than expected even with large windows and fantastic cloud free sky?
The lamps in the picture have, gain 25, efficacy 100, lumen 100.
Kitchen, openCL path, 2xHD denoised, 1h15m, resized 0.75
Kitchen, openCL path, 2xHD denoised, 1h15m, resized 0.75
I know there is a object issue. The marmoric right part should not look like in the picture.
Higher resolutions lead to better results with denoiser. 1xHD images was not nice.

Re: Different Works in Progress

Posted: Mon Dec 10, 2018 7:28 pm
by B.Y.O.B.
FarbigeWelt wrote: Mon Dec 10, 2018 6:25 pm Path rendrer seems not work with well with heterogenous, scattering medium.
I did not encounter any problems yet, all my smoke renders were done with Path OpenCL.
Maybe your problems were caused by something else, e.g. the spotlights being not-intersectable light sources?

Re: Different Works in Progress

Posted: Mon Dec 10, 2018 7:44 pm
by Sharlybg
For your tree i highly recommended you this awesome tree addon : https://www.youtube.com/watch?v=4PEsSpz2LZA

Re: Different Works in Progress

Posted: Mon Dec 10, 2018 8:30 pm
by FarbigeWelt
B.Y.O.B. wrote: Mon Dec 10, 2018 7:28 pm
FarbigeWelt wrote: Mon Dec 10, 2018 6:25 pm Path rendrer seems not work with well with heterogenous, scattering medium.
I did not encounter any problems yet, all my smoke renders were done with Path OpenCL.
Maybe your problems were caused by something else, e.g. the spotlights being not-intersectable light sources?
Well, I'll check that with different light sources. There was scattered light with the three different colored suns but not in the right colors, maybe due to their angles. I know angle changes color and brightness of a sun. I did not check first on a matte object what acutal colors the suns have.