not sure this makes sense to do. denoising each individual pass takes just as long to denoise the whole scene. so you are essentially doubling denoise time with every pass you denoise. would make more sense to just increase samples i think. I used the node timings feature in blenders compositor to verify this. do you agree?
I wouldn't expect it to make much difference unless you have a low number of samples. However check those passes in the compositor for your scene to confirm. The colour pass is not based on bouncing light rays around the scene. Instead the difference in samples is coming more from aliasing/moiré of when sampling the surface. The render engine combines multiple samples with slight variations to average out the sub-pixel differences in the geometry and/or texture. You could argue that it wouldn't hurt to unconditionally denoise the colour passes, however it's possible that denoising could remove actual detail.
This is amazing man. I have a volume object for fog in the viewport but it wasn't added in the composite that way. How could I add the volumetric fog in this composite?
hello. If you turn on the transmission direct indirect and color passes, then connect them the same way as the diffuse and glossy nodes, you can add them to your node tree with a couple of extra mix nodes set to "add" I think this will help with what you have described. I have used this a few times to render glass. I will try to update my tutorial soon. Thanks for watching and thanks for your comment. I hope this helps.
I’m not sure about nuke, I haven’t tried that. I am working on an update to this video to clean up more noise and artifacts, especially banding in the darker area. Maybe that will help.
I haven’t tried anything like that but in blender if you open your multilayer exr files there’s an option to connect each pass separately in the node tree for editing. Since the data is there, I think you should be able to do the same in other programs. But you also could try to only connect and render one pass at a time. This would take longer, but all your passes would be separate and you could connect them anyway you want in nuke or anything else. I apologize, but I haven’t tried using anything like that.
Looks nice, but actually... Is it not faster to render higher sample rates than rendering all the vector passes and Z passes separetly and setup the composer? I think That time could be spend rendering more samples and apply the regular bpy.ops.cycles.denoise_animation() command... Anyone has compare the times?
Depending on your scene you might still have to increase your samples. You can also get rid of some noise in dark areas sometimes by rendering at a brighter exposure and then lowering the exposure back down in a video editor.
So what is that? I've never seen anything like that! Test animation with the same settings as shown in your video ua-cam.com/video/nyT0RdMrMak/v-deo.html
OK, I think I know what it is; too much chrome and glass material, but you can only get it good with Davvinci Resolve with Denoiser and Deflicker ua-cam.com/video/VjCr9Q_sgfw/v-deo.html
You can also try adding additional passes and set them up the same as the diffuse and glossy passes. Your solution sounds like it will work as well, it is pretty common to render out the passes and composite in another software. I usually try combining different passes, increasing samples, and sometimes adjusting for more or less light path bounces.
Thanks for the tip - but it seems, in addition to the very good denoiser tutorial, to edit the images in a good video editing program like Davinci Resolve (it's completely free) with denoiser and deflicker@@AfterHours-3D-vfx
You say "this is a great guide to help you make renders better". I say "I agree 100%". Thanks.
This is amazing and still works in 4.2. Thanks so much man!
does it help to remove noise artifacts and flickering?
Amazing! Thank you so much for your tutorial. Huge improvement to final renders details.
That worked when nothing else I tried did.
Great Tutorial! Thanks!
Glad it was helpful!
can you do this with every pass that might be relevant sometime? thanks either way!
Thanks for the info
Always welcome.
Working stuff !!!
Good day. I have a question for you. How do I hook up the glare node to this setup? Thanks.
I usually put it somewhere near the end of the chain but it’s a little bit of trial and error.
not sure this makes sense to do. denoising each individual pass takes just as long to denoise the whole scene. so you are essentially doubling denoise time with every pass you denoise. would make more sense to just increase samples i think. I used the node timings feature in blenders compositor to verify this. do you agree?
Looks like the diffuse color and glossy color passes are noisy too, shouldn't they be passed through denoise nodes?
I wouldn't expect it to make much difference unless you have a low number of samples. However check those passes in the compositor for your scene to confirm.
The colour pass is not based on bouncing light rays around the scene. Instead the difference in samples is coming more from aliasing/moiré of when sampling the surface. The render engine combines multiple samples with slight variations to average out the sub-pixel differences in the geometry and/or texture.
You could argue that it wouldn't hurt to unconditionally denoise the colour passes, however it's possible that denoising could remove actual detail.
hi every time i render the glass is turning black i have no idea how to fix it any help
increase light bounces in glossiness and transparency may be ? if it's still actual 🙂
hey, can this node setup fix the flickering issue (fireflies) in animation.
Yes, it can help a lot depending on your project. The video that I recommended here in my video goes into a lot more detail about that.
This is amazing man. I have a volume object for fog in the viewport but it wasn't added in the composite that way. How could I add the volumetric fog in this composite?
Don't know if you're still needing an answer, but this should solve compositing volumes: i.stack.imgur.com/pHxX5.jpg
thank you I exactly want to know how to setup volumeDir and volumeInd.
how can i make this work with film/transparent background?
Hello! Help me pls. I have problem with glass. Thats black 🙁 after multi pass. Try rendering glass yourself 🤔
hello. If you turn on the transmission direct indirect and color passes, then connect them the same way as the diffuse and glossy nodes, you can add them to your node tree with a couple of extra mix nodes set to "add" I think this will help with what you have described. I have used this a few times to render glass. I will try to update my tutorial soon. Thanks for watching and thanks for your comment. I hope this helps.
@@AfterHours-3D-vfxthanks! Yes, refresh this pls:)
@@AfterHours-3D-vfx I too am also getting the same problem with glass.
What if I want denoise passes for Nuke? Because sometimes I get the z and crytomatte with artifacts any fix for that?
I’m not sure about nuke, I haven’t tried that. I am working on an update to this video to clean up more noise and artifacts, especially banding in the darker area. Maybe that will help.
@@AfterHours-3D-vfx I am asking what I want to export the individual passes not only for nuke
I haven’t tried anything like that but in blender if you open your multilayer exr files there’s an option to connect each pass separately in the node tree for editing. Since the data is there, I think you should be able to do the same in other programs. But you also could try to only connect and render one pass at a time. This would take longer, but all your passes would be separate and you could connect them anyway you want in nuke or anything else. I apologize, but I haven’t tried using anything like that.
Almost the same amount of time? With the denoise node I go from 16 seconds to 43 seconds per frame, so that's definitely unusable...
Make sure ur compositor is using gpu instead of cpu
U should have shown the image zoomed up
Thanks, I’ll keep that in mind for the next one.
Looks nice, but actually... Is it not faster to render higher sample rates than rendering all the vector passes and Z passes separetly and setup the composer? I think That time could be spend rendering more samples and apply the regular bpy.ops.cycles.denoise_animation() command... Anyone has compare the times?
Yesterday I made another contribution - today the post has been deleted! WHY ?
I haven’t deleted anything. It must be something UA-cam is doing
@@AfterHours-3D-vfx I think it's removing posts that contain links - or at least quarantining these posts for manual review/approval.
why are you deleting my post
Didn’t delete anything. Maybe UA-cam did it.
i did verything like in this video and it did not help much....
Depending on your scene you might still have to increase your samples. You can also get rid of some noise in dark areas sometimes by rendering at a brighter exposure and then lowering the exposure back down in a video editor.
So what is that? I've never seen anything like that! Test animation with the same settings as shown in your video
ua-cam.com/video/nyT0RdMrMak/v-deo.html
OK, I think I know what it is; too much chrome and glass material, but you can only get it good with Davvinci Resolve with Denoiser and Deflicker ua-cam.com/video/VjCr9Q_sgfw/v-deo.html
Sometimes you can clear it up a little more by increasing samples also.
You can also try adding additional passes and set them up the same as the diffuse and glossy passes. Your solution sounds like it will work as well, it is pretty common to render out the passes and composite in another software. I usually try combining different passes, increasing samples, and sometimes adjusting for more or less light path bounces.
Thanks for the tip - but it seems, in addition to the very good denoiser tutorial, to edit the images in a good video editing program like Davinci Resolve (it's completely free) with denoiser and deflicker@@AfterHours-3D-vfx