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Is there a way to disregard refraction when calculating denoise?

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  • Is there a way to disregard refraction when calculating denoise?

    asking for a friend....

  • #2
    Not directly, but you can mask the VRayDenoise AOV in post by setting mattes for the refractive objects.
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      mask AOV in post by setting mattes? do tell.

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      • #4
        i masked it manually for the time being in post using mat id..... interested in learning more about this aov character.

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        • #5
          Reason I ask is because I'm trying to solve multiple light sources through a heavy dialectric (low e glass)

          On a volume shell quick render/draft for review we noticed some lag in the refraction when denoising.... diffuse, reflect, spec clean hella quick, but the refractive lags and seems to pull a lot of weight if that makes any sense....

          Click image for larger version

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          • #6
            HI you can try using the standalone denoiser tool

            https://docs.chaos.com/display/VMAX/Denoiser+Tool

            With it you can denoise render elements of your choice and then use in post production.

            Click image for larger version  Name:	explorer_2022-05-19_15-12-50.jpg Views:	0 Size:	91.7 KB ID:	1148531

            You will have to set your VRayDenoiser to only generate render elements so no denoising will happen unless you do it manually with the standalone denoiser tool.
            Last edited by vladimir_krastev; 19-05-2022, 05:21 AM.
            Vladimir Krastev | chaos.com
            Chaos Support Representative | contact us

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            • #7
              Originally posted by rusteberg View Post
              mask AOV in post by setting mattes? do tell.
              Since the original RGB (non-denoised) is usually saved together with the VRayDenoiser element (or/and effectsResult), you can create mask for the refractive objects (with a i.e. MultiMatte/Cryptomatte/etc.) with which to mask out the denoised refraction (the underlying layer should be the original RGB). The method vladimir mentioned is also adequate - you can comp the RGB with the non-denoised VRayRefraction.
              Aleksandar Hadzhiev | chaos.com
              Chaos Support Representative | contact us

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              • #8
                Thank you both for explaining that! : )

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