This might be normal behavior but if there is an object currently in a far end of shadow of an object, that area won't get denoised. Not sure if noise samples are too far inbetween or there is a correlation but denoiser won't do anything with those areas unless they are very low in noise.
In my test example I needed over 2500 samples for the area to get properly denoised and it's still kinda not perfect.
10samples
10samples denoised
50samples
50samples denoised
500samples
500samples denoised
scene:
Is this normal? Or maybe oidn related issue?
Far end of shadow noise
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Far end of shadow noise
nope, this is normal denoising. I haven't even seen tiled denoising in blender actually
Re: Far end of shadow noise
I can reproduce the problem but I can not see any error on our side.
I will upgrade the binaries to the latest Oidn version than, if the problem is still there, I will report behavior to Intel.
I will upgrade the binaries to the latest Oidn version than, if the problem is still there, I will report behavior to Intel.
Re: Far end of shadow noise
Good, by the way, this can also happen in a more complex environment.. It always kinda seems related to very soft shadow. I assumed that maybe there is some pattern that oidn recognizes in that part.
Re: Far end of shadow noise
I've got similar behaviour in this scene download/file.php?id=4471.
It's Glossy Translucent mixed with Null, with homogeneous multiscattering volume.
CPU Bidir + Metropolis | Core i5-4570
Re: Far end of shadow noise
I did expereince some issues as well (though not this one) when there were completely black background areas in my image.
Have you tried computing albedo and average shading normal AOVs as well? I had the feeling that helped the algorithm.
Have you tried computing albedo and average shading normal AOVs as well? I had the feeling that helped the algorithm.
Re: Far end of shadow noise
They are always enabled in BlendLuxCore if the denoiser is used.
Re: Far end of shadow noise
Hmm ok, it seems I was just wrong with that feeling.
I just tried that scene I had in mind again (indeed no difference when including albedo + nromal aov), and it seems to depend also on where I focus in that case, with the result failing completely when my object is defocused (which unfortunately is the scientifically correct case for that instrument ):
focused case (works):
defocused case (doesn't work):
Re: Far end of shadow noise
I think it's OIDN 'failing' to achieve human anticipations... did observed similar issues on occasions & also with NVidia's denoiser... more so, all over noticing critiques about this tech. Human adapted, tolerance raised...
And a reminder, during NVidias first AI filtering/denoising demo it was noted that this tools are meant for better, faster, more efficient previewing!!! not final HQ renders.
And a reminder, during NVidias first AI filtering/denoising demo it was noted that this tools are meant for better, faster, more efficient previewing!!! not final HQ renders.