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vray 3.6 denoise and effectsResult channel

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  • vray 3.6 denoise and effectsResult channel

    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.








  • #2
    Hoping we can get some traction on this because its making for very messy output. Again, the issue is that the "effectsResults" channel is not hard coded into the vrscene file, however, its being made automatically. Deadline can only parse what is written in the vrscene file, and because of this, the effectsResults individual tiles just remain tiles and are never stitched. Heck, we don't even need or want them, but they are made automatically.

    I'm hoping this can be resolved in the hotfix upcoming because this is very annoying.

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