Albedo pass

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lacilaci
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Albedo pass

Post by lacilaci »

Can we have an albedo pass?
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Dade
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Re: Albedo pass

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lacilaci wrote: Mon Oct 29, 2018 10:11 am Can we have an albedo pass?
It depends on your definition of albedo pass but isn't diffuse+glossy AOVs what are you looking for ?
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lacilaci
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Re: Albedo pass

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Dade wrote: Mon Oct 29, 2018 10:49 am
lacilaci wrote: Mon Oct 29, 2018 10:11 am Can we have an albedo pass?
It depends on your definition of albedo pass but isn't diffuse+glossy AOVs what are you looking for ?
I think technically that is albedo, What I'm looking for is more of an overal diffuse color pass that includes texture, that could be calculated fast...?
I'm asking cause nvidia denoiser can use this as an extra information for preserving details together with normal pass.
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Re: Albedo pass

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lacilaci wrote: Mon Oct 29, 2018 11:59 am I think technically that is albedo, What I'm looking for is more of an overal diffuse color pass that includes texture, that could be calculated fast...?
I'm asking cause nvidia denoiser can use this as an extra information for preserving details together with normal pass.
The diffuse AOV should be that but I have the feeling you may need something different. Do you have any link/documentation ? I need a more "formal" definition of the AOV you are looking for.
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Re: Albedo pass

Post by B.Y.O.B. »

I think an albedo pass only contains the diffuse material color without any light/shadow applied to it.
Metal/mirror would probably be black, glossy materials would only include their diffuse base color without the specular color, etc.

But to be honest I can't find a formal definition for it quickly, and sometimes example images seem to contain lighting, like this one:
http://media.obsidian.net/eternity/medi ... passes.jpg
(however it could also be that the yellow light on the ground is baked in, since it's from a game).

@lacilaci: I think for your purpose it would be best to look into the documentation of the denoiser you are using, or ask the developer what exactly his denoiser expects from an albedo pass.
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lacilaci
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Re: Albedo pass

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Dade wrote: Mon Oct 29, 2018 12:53 pm
lacilaci wrote: Mon Oct 29, 2018 11:59 am I think technically that is albedo, What I'm looking for is more of an overal diffuse color pass that includes texture, that could be calculated fast...?
I'm asking cause nvidia denoiser can use this as an extra information for preserving details together with normal pass.
The diffuse AOV should be that but I have the feeling you may need something different. Do you have any link/documentation ? I need a more "formal" definition of the AOV you are looking for.
I will look more into this, but later...
Cause I need to first figure on some tests if it even is worth it. I did some test "faking" albedo pass to see how it affects the denoiser and atm I'm not sure if the results aren't better with just plaing beauty pass.
Problem is that as you stated, it's probably not proper albedo pass that is needed.
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Re: Albedo pass

Post by lacilaci »

B.Y.O.B. wrote: Mon Oct 29, 2018 1:01 pm I think an albedo pass only contains the diffuse material color without any light/shadow applied to it.
Metal/mirror would probably be black, glossy materials would only include their diffuse base color without the specular color, etc.

But to be honest I can't find a formal definition for it quickly, and sometimes example images seem to contain lighting, like this one:
http://media.obsidian.net/eternity/medi ... passes.jpg
(however it could also be that the yellow light on the ground is baked in, since it's from a game).

@lacilaci: I think for your purpose it would be best to look into the documentation of the denoiser you are using, or ask the developer what exactly his denoiser expects from an albedo pass.
Yes, the more I look into it the more I'm confused. I'm not even sure the normal pass luxcore produces is the right for that denoiser..
I think this is a dead end. I was only asking for this because of the denoiser and I'm not even sure that it is going to be updated/maintained.
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