+1.
my opinion as well. Also, there is an original Output RGB file and an RGB output file, wich are similar. And then is there an effects result file, wich is also almost the same, or should be created after compositing.
Disc space may be much present, but no need to waste it =)
The elements are kept so that animations can be denoised with the superior multi-frame approach available through vDenoise.exe in the \bin folder.
The option to remove some REs has been debated before, but every user has different ideas of which elements to keep, so it hasn’t gone anywhere.
As a workaround, save the files as split channel from the render settings, and you’ll avoid having the extra REs (and also currently you’ll have to do without a cryptomatte, at least within the single render pass.).
> The elements are kept so that animations can be denoised with the superior multi-frame approach available through vDenoise.exe in the \bin folder.
I am saying to remove the denoiser render layers AFTER the denoiser. - is essence - the denoiser should remove those layers from the files that it outputs.
makes sense of course. Well, it would it be nice to have a tool to do the choices of some global output options (e.g. don’t want to post-denoise? then check" avoid Denoising Layers" on output) But it may a 3D max-in-depth thing that´ll make it not possible?
Has there been any update regarding this? Has anyone found a practical workflow? If there is no option to remove the render elements after denoise through vray what would be the best approach? I am thinking about using nuke as a post process removing those channels after render.or not using multichannel exr and simply deleting it with a farm post script.using maya 2022.3 vray 5 2.1
No news from us yet (but we are working at it still.).
Both your approaches are what is generally used, to the best of my knowledge (notice split saving already drops the denoiser-only channels.).
The nuke job could conceivably be made automatic via deadline or similar manager.
Duh me, you did mention Maya.
Yes, it’s a form of file output in Max.
I’m not sure it’s present in Maya: surely not in form, as in Maya the original file output is reused, while in Max it’s a bit more convoluted.
If you aren’t adverse to scripting a post-deleter, never mind this: you’ll be in the same place anyway.
Split saving is fine until you use cryptomatte in your workflow which still spits out 4x unusable separate files for some unknown reason.
Can we get an ETA on this. Its killing our lean workflow.
We’re not a massive company but we’ve been customers for a decade and its taking forever