Vray Denoiser, defocus amount?

Hello! The “-h” manual of the vray denoiser provides the list of needed render elements for proper denoising. I wonder what Render Element to use for the “defocusAmount” ?

For single pass RGB denoising:
Noise level (named “noiseLevel”)
Defocus amount (named “defocusAmount”)
World positions (named “worldPositions” or “wpp”)
World normals with bump mapping (named “worldNormals”)
Diffuse filter (named “diffuseFilter” or “VRayDiffuseFilter”)
Reflection filter (named “reflectionFilter” or “VRayReflectionFilter”)
Refraction filter (named “refractionFilter” or “VRayRefractionFilter”)

For multipass per-render elements denoising, additionally the following:
Atmosphere (named “atmosphere” or “VRayAtmosphere”)
Background (named “background” or “VRayBackground”)
Global Illumination (named “globalIllumination” or “VRayGlobalIllumination”)
Lighting (named “lighting” or “VRayLighting”)
Reflection (named “reflection” or “VRayReflection”)
Refraction (named “refraction” or “VRayRefraction”)
Specular (named “specular” or “VRaySpecular”)

Thanks for any help!

-Robert

By the way, I know that the VrayDenoiser element adds it automatically, I just wonder if there is a way to create it manually.

-Robert

There is no way to create it manually for the moment. We can add it, but why do you need to do that?

Best regards,
Vlado

I wanted to create the necessary elements for the denoiser via script,
in order to be able to set the output path for every element. When I add the denoiser element,
the output path of the generated elements is not customizable. But you guys don’t need to add it, it’s really not that important actually.
Better add more compatibility to standalone! :wink:
For example the ability to export the Thinking Particles - Multisub Material to .vrscene. :wink:

thanks though
-Robert

Will look into it once we finish with the ForestPro color variation texture.

Best regards,
Vlado

Great!

-Robert

Oh yeah!

-Alan