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Batch render - Denoiser Cryptomatte mask ignored

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  • Batch render - Denoiser Cryptomatte mask ignored

    I deeply rely on overnight batch rendering (with 3ds max built-in Batch render) and denoiser cryptomatte mask to exclude some materials with small details from the denoiser.

    However, the output files (png) are not saved from the RGB color output which correctly displays the masked denoiser, but, I can assume, from the effectsResult channel, lacking the masking, so I have to manually cycle through all the images to resave them correctly.

    On a side note, when i change the image in the VFB, the denoiser in layers is not displayed, I have to manually display it so it's calculated again, it's kinda slow.

    Could I kindly ask if there's any workaround?

    Thanks!

    EDIT: forgot to point out that I'm using distributed rendering each time.








    Last edited by labulle; 03-06-2024, 12:42 AM.

  • #2
    Originally posted by labulle View Post
    However, the output files (png) are not saved from the RGB color output which correctly displays the masked denoiser, but, I can assume, from the effectsResult channel, lacking the masking, so I have to manually cycle through all the images to resave them correctly.
    Thanks for the report. Seems to happen without Batch rendering too. I've logged it (internal bug-tracker id: VMAX-14219).

    Originally posted by labulle View Post
    On a side note, when i change the image in the VFB, the denoiser in layers is not displayed, I have to manually display it so it's calculated again, it's kinda slow.
    This usually happens to avoid double CCs when loading back to the VFB. Check docs.​ Presuming you load back .pngs, precalculation is necessary, since all CCs are baked.

    Originally posted by labulle View Post
    Could I kindly ask if there's any workaround?
    Not sure if there's a workaround for the mask thing except saving through the VFB as you've already found out. I guess you could automate it via a post-render script such as this one:
    Code:
    vfbcontrol #saveimage "<path>\image.png"
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Thanks for the quick answer and log to the bug tracker!

      This usually happens to avoid double CCs when loading back to the VFB. Check docs.​ Presuming you load back .pngs, precalculation is necessary, since all CCs are baked.
      I've not been precise enough, I'm loading the images from VFB history which is always active and auto-saving (simple double click on the image). I'll run some tests soon with a simple scene to see what's going on and report back.


      Thanks for the script suggestion, I'll see what I can do, could be a great time saver.

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