Is there a way to prevent the effectsResults channel from saving when denoise is enabled? We render via vrscene predominantly, and since the update to 3.6, all channels required to create the denoise pass are also saved. This in itself is annoying, however, the actual issue is that because we can't manually turn on or off these channels via the "render elements" box, the vrscene file isn't actually writing those as normal channels. And because this isn't coded into the vrscene file, when the file is parsed (in our case by Deadline for tile rendering), the effectsResults channel doesn't get added to the assembly job and we end up with 25 individual effectsResults channels that we don't need to begin with.
Right now I don't see the extra channels required for the denoise pass, just "effectsResults" which makes me think that this is mostly working as intended. A quick and easy solution would be to enable us to add the effectsResults to the overall list of render channels so that the channel is added to the official list in the vrscene file and deadline can parse it.
Right now I don't see the extra channels required for the denoise pass, just "effectsResults" which makes me think that this is mostly working as intended. A quick and easy solution would be to enable us to add the effectsResults to the overall list of render channels so that the channel is added to the official list in the vrscene file and deadline can parse it.
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