OpenImageDenoise

Discussion related to the Engine functionality, implementations and API.
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B.Y.O.B.
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Re: OpenImageDenoise

Post by B.Y.O.B. » Sun Feb 24, 2019 2:18 pm

lacilaci wrote:
Sun Feb 24, 2019 1:51 pm
Those builds cannot be redistributed with luxcore?
The OIDN standalone binary is not required by LuxCore, only by the addon, so it would make no sense to put it into the LuxCore archives.
Of course, they will be included in the releases of the addon.
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B.Y.O.B.
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Re: OpenImageDenoise

Post by B.Y.O.B. » Sun Feb 24, 2019 9:54 pm

Another demo, this time with Sharlybg's Nakagin Capsule scene, comparing to a 1000 sample reference render at the end:
https://youtu.be/_-6eCi4VX3o
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Re: OpenImageDenoise

Post by zuljin3d » Mon Feb 25, 2019 10:49 am

B.Y.O.B. wrote:
Sun Feb 24, 2019 9:54 pm
Another demo, this time with Sharlybg's Nakagin Capsule scene, comparing to a 1000 sample reference render at the end:
https://youtu.be/_-6eCi4VX3o
:shock: amazing

provisory
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Re: OpenImageDenoise

Post by provisory » Tue Feb 26, 2019 1:33 pm

I think, something is wrong with Avg. Shading Normal pass, and it reduces the effectiveness of OIDN.
In ASN pass three out of six faces of a cube become black.
I uploaded a simple test scene, and some images (ASN pass, combined, denoiser artifacts enlarged).
Attachments
avg_shading_normal.blend
(487.15 KiB) Downloaded 8 times
avg_shading_normal-asn.jpg
avg_shading_normal-combined.jpg
avg_shading_normal-denoised-artifacts.png

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Dade
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Re: OpenImageDenoise

Post by Dade » Tue Feb 26, 2019 3:22 pm

provisory wrote:
Tue Feb 26, 2019 1:33 pm
In ASN pass three out of six faces of a cube become black.
Normals have values between -1.0 and 1.0. If you are mapping the values in a .png file, you will get half of the values as black. It is the expected behavior but Oidn gets the right values (-1.0 to 1.0) in floating point format as it requires.
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provisory
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Re: OpenImageDenoise

Post by provisory » Tue Feb 26, 2019 4:30 pm

OK, thanks

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Dez!
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Re: OpenImageDenoise

Post by Dez! » Wed Feb 27, 2019 6:46 am

Thank you for such a wonderful tool!

Now I want to provide my tests. This is a comparison between the BCD and OIDN in my animation project. This is a test for the suitability of the OIDN for animation.
In parentheses, I indicated the rendering time of each frame.

I've done a lot of tests on this scene for the best BCD settings for animation. It is configured in the best way possible.

As a result, I would like to note that OIDN does not only provide higher rendering speed.
OIDN also shows more small details.
In my opinion, where a BCD requires rendering to the noise level of 10,OIDN will show the same result at the noise level of 15.

Now I have a chance to finish this project.
The only thing left to do is to solve the noise issue behind the architectural glass.
There are a lot of shots in my project where the glass is close up.

Here's the results archive:
https://mega.nz/#!Ag4j1IKa!TJQFIWyW2do0 ... uVawOjKkS4
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Sharlybg
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Re: OpenImageDenoise

Post by Sharlybg » Wed Feb 27, 2019 10:49 am

E-Cycles switch to OIDN to. The War has begun ! :twisted:

https://blenderartists.org/t/e-cycles-r ... 139717/576
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Dade
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Re: OpenImageDenoise

Post by Dade » Wed Feb 27, 2019 11:45 am

Dez! wrote:
Wed Feb 27, 2019 6:46 am
Now I have a chance to finish this project.
The only thing left to do is to solve the noise issue behind the architectural glass.
There are a lot of shots in my project where the glass is close up.
I'm aware of the problem with Oidn and ArchGlass. It is a problem very specific of the way material "transparency" work and interact with ALBEDO AOV.

To alleviate the problem, you can reduce the ArchGlass reflection parameter, more you reduce, less noise you will have in ALBEDO AOV and better Oidn will work.
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Re: OpenImageDenoise

Post by Dez! » Wed Feb 27, 2019 3:25 pm

Yeah, it worked. Thank you!
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