Search found 3441 matches

by B.Y.O.B.
Sun Feb 03, 2019 12:13 pm
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

alpistinho wrote: Sun Feb 03, 2019 12:06 pm film.imagepipelines.1.0.type = GAMMA_CORRECTION
film.imagepipelines.1.0.value = 2.2
film.imagepipelines.1.1.type = INTEL_OIDN
I would put the gamma correction after the denoising step, but otherwise, I can't find anything wrong.
I'll try to compile your branch on my machine.
by B.Y.O.B.
Sun Feb 03, 2019 11:54 am
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

I've set-up a second image pipeline but it doesn't change the image in any way, even though it becomes very slow and something is happening. In their example, they check for errors after the filter is executed, not before: https://github.com/OpenImageDenoise/oidn#c11-api-example When we did the BCD...
by B.Y.O.B.
Sun Feb 03, 2019 11:28 am
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

alpistinho wrote: Sun Feb 03, 2019 11:04 am Syntax error in texture name: 0,75 0,75 0,75
Why are these numbers using commas instead of decimal points? This might be the issue (i.e. locale).
https://github.com/LuxCoreRender/LuxCore/issues/103
by B.Y.O.B.
Sat Feb 02, 2019 3:29 pm
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

My guess is that OIDN requires the SHADING_NORMAL AOV.
by B.Y.O.B.
Sat Feb 02, 2019 10:39 am
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

I looked into the code, the shading normal AOV does not converge. Every new sample just replaces the old value: https://github.com/LuxCoreRender/LuxCore/blob/f76865186f3067edb3621ee7cb3061b901749c59/src/slg/film/filmaddsample.cpp#L203 ( SetPixel() replaces, AddPixel() adds to the old value, and AddW...
by B.Y.O.B.
Fri Feb 01, 2019 5:57 pm
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

I see... But this also means that you can only use albedo+normal pass in hdr mode right? Not sure what you mean? I think what we will do is: supply to the denoiser the following AOVs: - Combined aka Beauty (anti-aliased, 4 byte float aka HDR) - Shading normals (4 byte float) - Albedo (anti-aliased,...
by B.Y.O.B.
Fri Feb 01, 2019 5:53 pm
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

lacilaci and me were talking about the shading normal AOV.
I edited my post to make it less confusing.
by B.Y.O.B.
Fri Feb 01, 2019 5:44 pm
Forum: Development
Topic: OpenImageDenoise
Replies: 313
Views: 158110

Re: OpenImageDenoise

PS: the albedo pass Dade posted here seems very nicely antialiased, but last time I tried shading normal pass it looked like no antialiasing was happening. Is this ok? I don't think the shading normal AOV can be anti-aliased. It contains normals, which are 3D vectors. If you "anti-alias" ...
by B.Y.O.B.
Fri Feb 01, 2019 1:55 pm
Forum: Works in Progress
Topic: Learning the Velvet shader
Replies: 10
Views: 10895

Re: Learning the Velvet shader

I think you can replace the rightmost band texture with ColorMix node, which is a bit faster to compute.