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  • Crispy/grainy renders

    Hi there,
    the second riddle (as referred to in here) is subdivs for reflection glossiness and light samples: with those variables gone, is it only possible to control image smoothness, globally?
    edit: through Raytrace --> Quality --> Noise Limit

    Thanks guys!
    Matthias
    Last edited by frip51; 24-08-2017, 07:31 AM.

  • #2
    Oh yes, the Denoiser does that at no increase of render time very nice!

    Are there any image quality issues with the Denoiser?

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    • #3
      Denoiser is OK... so long as you do a reasonably high-quality render first and set the denoise level to 'mild'. It fucks with things behind glass a bit, same with reflections and results is loss of detail sometimes... so it's not the most reliable method

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      • #4
        To negate loss of detail in certain parts of the render output you might want to try masking the Denoiser channel result in an image-processing software of your choice and using parts of the RGB channel wherever needed.
        Overall, the pros of the Denoiser channel vastly overweight the cons.

        Regards,
        Peter

        Peter Chaushev
        V-Ray for SketchUp | V-Ray for Rhino | Product Owner
        www.chaos.com

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        • #5
          Good idea, although so far I could not spot any lost details Denoiser really works its magic!

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          • #6
            Hi Matthias,

            I know, it's an old post, but did you got problems if you use output gamma 1? If yes, than jump to output gamma 2.2 and disabled sRGB at the frame buffer. Helped here a lot against noise at dark areas today.
            www.simulacrum.de ... visualization for designer and architects

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            • #7
              Hi Micha,
              what I did was balancing the GI settings versus Raytrace quality. I did not render super-heavy scenes for now using the (low quality) settings I posted below. But alongside BRDF materials this setup appears to be quite fast in our basic studio scene with 3 rectangular lights.

              The Color Mapping Rollout is gone in v3.x: https://docs.chaosgroup.com/display/...ammaManagement
              Therefore, we don't have to fiddle around with global gamma control any more. There remains the bitmap gamma control, however, inside the materials. It does not affect render quality but rather serves as a means of contrast adjustment. This, again, can now be done way better with the new "Color Correction" map.

              In general, we pay less attention to render settings after taking the 5SRW course and are relying more on image processing software, where necessary. From creating textures wisely to post-production, it has turned out to be a bigger time-saver for our needs than to tweak the various V-Ray options. As long as all information is contained in the render output, that is.


              Best,
              Matthias

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              • #8
                I found at the help "This means that V-Ray is always rendering linear floating color images, and the sRGB button in the VFB should be always On to display a proper image.". I'm very curious to test it since at my current VfR2 scene this workflow caused a lot noise. Maybe it better works at VfR3. General I don't understand how the post work color mapping adjustment is an advantage for the quality/speed, since the engine doesn't know what final burn/gamma/... will be needed. At VfR2 the sRGB workflow produce a lot of noise at dark areas.
                www.simulacrum.de ... visualization for designer and architects

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