juangea wrote: Thu Jan 30, 2020 7:05 pm
I would like to do this to show a different way of using OIDN by denoising different render components separatedly, in Cycles this delivers a much better result and we avoid loss of texture detail, but without AOV's that actually represent what composes the final picture we get I cannot assemble it
This is off-topic, but I want to point out that the trick you are referring to will not work in LuxCore with the currently available AOVs.
The trick is based on the fact that in Cycles, you can have AOVs that contain only the direct and indirect light contributions
without albedo information, which are denoised, then the result is multiplied with the albedo AOV. It works because the light contribution alone usually doesn't have a lot of detail, so the human eye doesn't notice denoiser blur as much as when the albedo information is also affected by the denoiser.
So what we would need in LuxCore for such a trick to work is separate AOVs for the
parts of the diffuse contributions (and the same for glossy and specular contributions).
Then you can add the direct and indirect portions, denoise them, and multiply the result with the color part (which doesn't need denoising).