ferrorx.blogg.se

Denoiser 2 ignores mask
Denoiser 2 ignores mask







The point of having VRay and using it is to *do* stuff like this, and not have to work around a problem to fake it. I could also just render it in scanline, and it wouldn't even need the denoiser. I know I can do a non-physical version of this. That doesn't seem like the best option to me, at least. Can't you use that knowledge to make sure the denoiser runs on those areas? Otherwise you're pretty much just leaving a pretty big exception to the use of any sort of denoiser pass in renders - IE "Denoise only works if you have no refraction, otherwise it's broken". one that works on the beauty pixels only.).This seems really odd to me, since you have access to a mask of where the refractive areas are *as* a RE. You're likely better off using the NVidia one, or other non-RE sensitive denoiser (i.e. Not being under LWF will lead to max making a mess when saving stuff out (from the VFB, or directly on disk.), among other things. Lastly: Is there a particular reason why you have your max and scene set up like you have? You're technically not under LWF, but not using ACES either, that i can see. See the two attached samples, original, and modified as explained above (it's a quickie, you'll get much better results spending a bit more time on it.). It isn't the same as seeing the light and underlying structure through a frosted glass, but it'll look quite similar (add more complex maps if you feel you really need the various darkenings due to the underlying structure), and denoise just fine. Turn on GI in the emissive part of the shader.įiddle with the AO parameters until it looks decent enough. In the self-illum channel, use a comptex with the blue emissive color in one slot (using a vraycolor map) and an AO (VrayDirt) in the other, set the comptex to multiply. Swap out the RGBA with the indirectDiffuse AOV and run the denoiser process. This said, if you abandoned physicality, you'd get much quicker renders and a properly denoised image.įor example, make a standard V-Ray material, set the diffuse to the blue you need. I save the Albedo and Normal in 2 files.-I also save the diffuse indirect out, in this case I picked 2, just ignore the second. one that works on the beauty pixels only.). The V-Ray denoiser does a slightly better job at it, but then the eddges of the frame tend to have noise left pretty much intact (perhaps manually changing kernel size and strenght may help, perhaps not.).

denoiser 2 ignores mask

The fact that the glass returns a black diffuse is unavoidable (refraction will always have precedence over the diffuse.): you use it to scatter the light behind it, so you can't quite hide it, or override it in any meaningful way. Allright, i think this isn't solvable via REs.









Denoiser 2 ignores mask