I’ve set the reflection to all channels - not that I think it matters for a still - but we really need to have a talk about these godawful blotches.
Admittedly they are reflections of light in a glossy chrome material with depth of field which in itself is amazing - but does the denoiser have to resolve a bright pixel into a honking great square that surrounds where that bright pixel would be? is there no better way?
And when they are denoised temporally, they dance around - it’s not good!
Well, been my experience as well trough the years. As soon as one start something with mid or high intesity/lights range, whole denoiser becomes pretty much useless because this squares behavior. Many times on forum, as proposed solution by devs was to clamp max rays or color. Uhm, dull renders, no thank you. I want my rich highlighs and bokehs and high specular values. Some users just got tired of asking and waiting for fix and are stamping the it photoshop. :roll:.
Because the nature of sampling,this firelfy behavior is more likely to appear on progressive or on gpu progressive. That`s why i stick to bucket for final renders and was looking forward for GPU bucket option. Render from vray for Houdini testing attached. Simple noise grid with reflection, toy, one light and dozens of squared pixels.
I hope dev can find and improved approach to locate individual biright pixels and threat them differently in denoising process. Vray denoise really is amazing, but few pixels can make a difference between using it and not using it at all.
It feels like gi caustics. Maybe the solution is to disable it OR maybe clamp intensity to smth like 4 I remember reported these blocks years ago and now they emerged again Nice to see good old fellas…
No GI caustic for me either, ray/pixel/sample intensity is all that matters. Of course you can avoid the issues just clamping the secondary, or clamp color. But that`s for another discussion about whole workflow.
My issue with denoiser is, that it`s not being able to deal with these types of scenarios. And i would love to see him to be able to. For example, there are lot of scenes where 99.99% pixel in the image could be rendered super fast and be clean with denoiser, in lets say under 1-2 minutes. But becasue of couple of bright pixels, we end up not using denoiser it at all, or rendering 10x longer.
And when inspecting the intensities on the pixels, it`s not like we have some crazy floats. You can have 0.3 on float, and 0.8 next to it, and denoiser will fail, and extrapolate the problem from 1 pixel to 5x5 or whatever the pattern/curve is you use to blend in. All i`m asking is to revise the approach of this specific problem, instead of proposing to clients to clamp their renders.
There is a setting called Max Ray Intensity which at default is set to 20, try something lower like 4 or even 2. That should help you. For more info check the docs for max Chaos Docs
Yeah, I replied to your post and tried to bump it up - neither post has gotten a reply from Chaos yet… I sent a tech support request with my scene to them, so hopefully they might be able to shed light on this.
I’m tinkering with a de-speckle pass before denoising, but it’s not quite where I want it to be yet. It’s something that you can try on your own though - if you can take an OpenEXR file and de-speckle it in PhotoShop or something and then pass it back through the V-Ray denoiser, it might work better.
What are you using to despeckle - please bear in mind this is for an animation, and the speckles are in the reflections (with depth of field)… I would need to despeckle all channels yes?
Is there any way you can let me know when this is featured in the nightly builds?
What are you using to despeckle - please bear in mind this is for an animation, and the speckles are in the reflections (with depth of field)… I would need to despeckle all channels yes?Yup, very good points, will keep them in mind.
Is there any way you can let me know when this is featured in the nightly builds?I’ll try, but it will probably not be in time for your current project
I actually do have something, but it’s not even in the nightly builds and I’m not sure it will work for you. If you email me to vlado@chaosgroup.com with your 3ds Max version, I can get you a build to experiment with.