Re: OpenImageDenoise
Posted: Wed Feb 20, 2019 11:06 am
I have a first rough version of OIDN integration in the viewport:
https://youtu.be/cABKkp1JOl0
https://youtu.be/cABKkp1JOl0
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This ... is ... madness ...B.Y.O.B. wrote: ↑Wed Feb 20, 2019 11:06 am I have a first rough version of OIDN integration in the viewport:
https://youtu.be/cABKkp1JOl0
It's great!! Surely a great help developing a scene.B.Y.O.B. wrote: ↑Wed Feb 20, 2019 11:06 am I have a first rough version of OIDN integration in the viewport:
https://youtu.be/cABKkp1JOl0
Tired? Dry, itching eyes? Fatigue? Enough waited all the years?
OMG!B.Y.O.B. wrote: ↑Wed Feb 20, 2019 11:06 am I have a first rough version of OIDN integration in the viewport:
https://youtu.be/cABKkp1JOl0
Testing... works great! Fast & Furious!!!B.Y.O.B. wrote: ↑Sun Feb 24, 2019 1:12 pm I have merged the viewport denoising into master.
If you want to test it with a daily build, you have to download the OIDN "denoise" binary from https://github.com/OpenImageDenoise/oidn/releases and place it in BlendLuxCore/bin.
On Linux it is simply called "denoise", on Windows "denoise.exe".
Is this always a requirement? Those builds cannot be redistributed with luxcore?B.Y.O.B. wrote: ↑Sun Feb 24, 2019 1:12 pm I have merged the viewport denoising into master.
If you want to test it with a daily build, you have to download the OIDN "denoise" binary from https://github.com/OpenImageDenoise/oidn/releases and place it in BlendLuxCore/bin.
On Linux it is simply called "denoise", on Windows "denoise.exe".