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vDenoise Command Line tool Helper (Maxscript UI)

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  • ^Lele^
    replied
    mmmmh, something's not right on my side, this'll take me a while (i've had issues with my workstation of late, and i seem to be left with a previous version of the file. when a few of the issues i had weren't solved yet. -.-' ).

    Meanwhile, as a quick workaround, ctrl+click the command line, open a dos window, paste it, and remove the filename, using "*.exr" as a file mask.

    This will denoise all files in the folder, with the parameters you prepared in the script, but you may have to move the denoised files out of the way (or it will try, and fail, to denoise them twice, no biggie.)

    Leave a comment:


  • ^Lele^
    replied
    Nope, it's a direct submission of SCRIPT jobs, entirely different, i'm afraid, and UI-less.
    This said, i genuinely thought the script i posted was the release version, and it was most definitely not.
    Sorry, let me get back on it and fix the rogue stuff.

    Leave a comment:


  • eyepiz
    replied
    Originally posted by ^Lele^ View Post
    Umh, quite a good idea.
    Will look into it, see if it breaks something badly, or not.
    Meanwhile, try the new version which submits to backburner: you won't need to leave the script, and will be able to pick each image and submit each job, and only start them all at the end, if you so please.
    Hi Lele,

    I tried the new version with the submit to backburner option and the script just crashes, is it supposed to bring up the network job assignment dialog box up? Like the Net Render option in Batch render?

    -- Error occurred in buildBBData(); filename: C:\Users\eyepiz\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\usermacros\VRay-vDenoiseTool.mcr; position: 11686; line: 396

    It would be convenient if the script had an "input file mode" option like in the VRImage to EXR converter and deniose an entire Input directory.

    Thanks,

    -E

    Leave a comment:


  • ^Lele^
    replied
    Umh, quite a good idea.
    Will look into it, see if it breaks something badly, or not.
    Meanwhile, try the new version which submits to backburner: you won't need to leave the script, and will be able to pick each image and submit each job, and only start them all at the end, if you so please.

    Leave a comment:


  • eyepiz
    replied
    Hi Lele,

    Great script! It has saved me a bunch of time . I was using Vlado's first Alpha version he opened it up to testers when it was first announced. It was all command line before 3.4 came out, it was indeed a pain for non CMD savvy people like me your script has really simplified the workflow in animation.

    I have a question that I'm not sure can be possible. I regularly run batch renders within Max on average of 10 to 15 renders and have been trying yo use the script to denoise them after the renders are done all at one time.

    I have used your script with some limited success for this. If I set the blend frames to 0 since it not an animation and does not require it, and I enable All OpenCL Devices to gain some speed using all the graphics cards I have available. The only problem I have is that I have to rename my batch renders to follow a file sequence in order to denoise all my renders at once.

    Is there anyway the script could ignore the sequence when I pick a file in a folder and deniose them all? they are all singe Multi-layered EXR's with there corresponding filenames. I set the fame numbers in batch render to get the "XXX_.0001.exr" at the end of the file to make it simpler when I rename it, but then have to rename it to original file name after the deniosing and figure out what was what.

    Thanks again for the script! Much appreciated.

    -E

    Leave a comment:


  • ^Lele^
    replied
    yay!
    And once you have points working, what's stopping you from bringing camera transforms in, and do, hem, things...? :P
    Nowadays, the penalty for reading multi-layer exrs (2.0) is a lot smaller than it used to be, so go to town (well, besides what the denoiser already aptly adds, which if you do comping of your renders from elements, is 90% of the way there.)!

    Leave a comment:


  • thn
    replied
    True, this is no longer about denoising.
    Got it to work with normalising, have set up a function in Nuke so I can use the VraySamplerInfo as zdepth.
    Everything ok now on my side, with VFB and all

    /Thomas

    Leave a comment:


  • ^Lele^
    replied
    it's a signed value, simply the Z distance from the camera.
    It may need normalisation to look like a (normalised) Z buffer.
    The data is however all there.
    I'd encourage you to move the thread on REs to the tips and tricks, or problems section, as it's diluting this thread a bit.

    Leave a comment:


  • thn
    replied
    Originally posted by ^Lele^ View Post
    you can add as many samplerInfo elements as you wish, and set those to point, camera mode.
    The B channel, inverted or else, is unfiltered camera distance in camera space.
    I need a bit of help on that afterall. I can't get a grayscale unfiltered depth output out of the samplerinfo RE. I've set type to "point" and coord sys to "camera". It just gives me a 4-color output.
    Click image for larger version

Name:	samplerinfooptions.JPG
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    Am I missing something? You write B channel, is that like in RGB? It's just a blue outline of the object in the output.

    /Thomas
    Last edited by thn; 01-08-2016, 01:26 AM.

    Leave a comment:


  • thn
    replied
    Hi Lele
    My mistake, yes I had the 32bit option on. When off they are saved like I'm used to, in16bit half float. Now I'll spend some time digging in to the VraySamplerInfo element.
    Thanks a lot for your help, I've learned vital stuff the last few days!

    Thomas

    Leave a comment:


  • ^Lele^
    replied
    Originally posted by thn View Post
    Gosh, there's so many possibilities within RE I never heard of. Much to be investigated  Thanks for the tip.

    One downside I experience with the vray raw output: the exr is 10x bigger than the exr I normally output, although those are only with 3-4 RE inside. It's scanline zipped (zips) I think. Is it Deep data?
    The about 12-14 RE you get by default with raw output aren't that heavy to explain the huge increase in file size compared to a "normal" multilayer exr.

    /Thomas
    Try the vrayOptionRE, see if it helps setting some more in-depth behaviour.
    Unless you ticked 32bit FP or Deep Data in the saving checkbox, the sizes ought to be around about the same, between zip and zips, for noisy-ish CG.
    Ofc, feel free to send over two files (my chaosgroup email) for inspection, and maybe we'll figure it out.

    Leave a comment:


  • TheRazorsEdge
    replied
    Thank you very much for sharing! Very useful script.

    Cheers!

    Leave a comment:


  • thn
    replied
    Gosh, there's so many possibilities within RE I never heard of. Much to be investigated 😅 Thanks for the tip.

    One downside I experience with the vray raw output: the exr is 10x bigger than the exr I normally output, although those are only with 3-4 RE inside. It's scanline zipped (zips) I think. Is it Deep data?
    The about 12-14 RE you get by default with raw output aren't that heavy to explain the huge increase in file size compared to a "normal" multilayer exr.

    /Thomas

    Leave a comment:


  • ^Lele^
    replied
    you can add as many samplerInfo elements as you wish, and set those to point, camera mode.
    The B channel, inverted or else, is unfiltered camera distance in camera space.
    Last edited by ^Lele^; 29-07-2016, 08:35 AM.

    Leave a comment:


  • thn
    replied
    Hi!
    I spent some time with it this morning. I see that the Vray file output works identically with Deadline and Backburner. Great!
    Although I haven't had serious trouble with the MAX output, I'll use the Vray output option instead for a period, taking your word for it that it is the better solution.

    I need to go with "Separate Render Channels" option as it seems (I could be wrong though, to be investigated!) Vray Raw Image File multilayer EXR won't accept more than one VrayZDepth element. Max can handle that.
    Click image for larger version

Name:	identicalRE.JPG
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    For later postproc. in Nuke, I always have two identical Zdepth RE, one is unfiltered which is best for camera defocusing in Nuke, one is aliased which is best for ordinary merging of fog etc. based on depth.

    /Thomas
    Last edited by thn; 27-07-2016, 03:44 AM.

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