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3ds Max render output to be able to store all render element with backburner (maybe it s not necessary anymore with vray 3 ?)
Edit : I tested doing the render wtih DR in the VFB then save everything to an EXR. The Exr saved with VFB takes 50% less space.
The denoise works directly and I have the noiselevel pass which I don't have otherwise.
The size thing is strange to me. More layers in 32 bits RGBA = 49.193 Ko vs less layers in 32 bits RGB = 99.057 Ko. The resolution is 1753 x 1240 I have 11 Render element + VrayDenoiser.
Last edited by spyzor; 03-06-2016, 04:28 AM.
Reason: More information
Denoiser is great, but one problem: If switch to denoise render elements separately, result is blow out, to bright and useless. Am I done something wrong? RGB denoise works well.
And please could you remove supported denoise render elements from the list? I think for post proces are useless for all users and just do the list much longer and less clear. Hide them is easy for you I think. What you think?
Denoising per element only works if the render elements sum up to the RGB, which is false if you have the Burn value in the color mappinh section to less than one. It would be better to apply the highlight burn in the VFB instead.
Having the render elements is far from useless:
a) many people generate those elements anyways, even if you specifically don't use them.
b) saving the elements allows you to run the standalone denoiser afterwards, f.e. when rendering animations.
c) you can load a saved image with the render elements and run the denoiser again witg different setting, if needed.
OK, maybe someone generate it and I know you can denoise later and so on. But for standard post proces those elements is not so usable. So I think it will be great if there is an option. Thats all.
OK, maybe someone generate it and I know you can denoise later and so on. But for standard post proces those elements is not so usable. So I think it will be great if there is an option.
Ok, I will keep it in mind. The denoiser is still new and we are not sure how people will end up using it, so if it turns out that the general workflow is different than what we expected, we can certainly correct things.
I'm not sure if people look when I edit my post so here are some other tests I made :
I tested doing the render wtih DR in the VFB then save everything to an EXR. The Exr saved with VFB takes 50% less space.
The denoise works directly and I have the noiselevel pass which I don't have otherwise.
The size thing is strange to me. More layers in 32 bits RGBA = 49.193 Ko vs less layers in 32 bits RGB = 99.057 Ko. The resolution is 1753 x 1240 I have 11 Render element + VrayDenoiser.
The size thing is strange to me. More layers in 32 bits RGBA = 49.193 Ko vs less layers in 32 bits RGB = 99.057 Ko. The resolution is 1753 x 1240 I have 11 Render element + VrayDenoiser.
This is somewhat strange, but I'm not sure if it's expected or not. If you like, you can send me the two OpenEXR files to vlado@chaosgroup.com so that I can check what's different between them.
Hm, you got a machine hang-up ? If you have any more details, like - is it reproducible, what GPUs do you have, any specific things to do - that would be very helpful.
Yes, I had to leave here yesterday just after it happened (I featured the denoiser for our San Diego 3DS Max User Group meeting last night - it looked like magic and people loved it!) and it did hang again at the meeting using it with RT/GPU using the same machine and file. The quick fix seemed to be just running RT as a separate process so I could just bail out of it without killing Max too.
Let me mess with it right now and get back to you with a reproducible case, which will most likely involve a specific file.
Oh, and the lack of interactivity was due to me using RT/GPU as the Production Renderer, of course...duh! I guess what I want to do is play with the denoiser settings while GPU rendering, and if you activate it in the Production Renderer the denoiser element is right there in the VFB Render Element drop-down during RT/GPU rendering but of course the Render Element tab is not exposed in Active Shade, so there is no way to mess with the denoiser controls. I'm sure you are already working on a way to do this.
Oh yeah, how about a RGB color/VrayDenoiser toggle icon in the VFB so we can easily and quickly go back and forth? Certainly would make things a lot easier...
Well, he went back to sleep 'cause now I can't reproduce the GPU rendering hang! Dang!
I've tried Active Shade, Production renderer, with Light Cache, without Light Cache and it just keeps behaving during a render cancel...Good Thing, right?
I'll keep banging away...if I run into it again I'll let y'all know...
Well, he went back to sleep 'cause now I can't reproduce the GPU rendering hang! Dang!
I've tried Active Shade, Production renderer, with Light Cache, without Light Cache and it just keeps behaving during a render cancel...Good Thing, right?
I'll keep banging away...if I run into it again I'll let y'all know...
-Alan
Could it have been the In-process RT engine? It defiantly hung up your machine last night.
"I have not failed. I've just found 10,000 ways that won't work."
Thomas A. Edison
Hm, it is not good that it happens so rarely. Any clue - does it happen during the denoising phase or during the rendering one ? Was it big resolution ? If it happens again and manage to check the last few lines in the V-Ray render messages, this might help.
Thanks,
Best,
Blago.
Should the denoiser be running across multiple GPU's? We have hardware acceleration activated & 3 gpu's intalled (not in sli as per Ben's comment: http://forums.chaosgroup.com/showthr...ght=nvidia+sli) but only one card is kicks in when the denoiser runs
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