- Tue Jun 27, 2017 7:40 pm
#394721
Hi all!
I did some tests of 4.1 and relative denoiser, I can definitely see a great potential in it.
Surely I need to go deeper in testing, for the moment I can tell - as downsides:
- It looks like the denoiser is eating away some details (eg. orange slice), even if its complex architecture is supposed to preserve most of them (and it actually does, in most of the cases, as far as I can tell). For this reason, I think it would be great to have some kind of control over the amount of denoising (like denoise radious/strength or similar) prior rendering.
- Some weird artifacts happening on sss surfaces (eg. beginning of monster's tail).
- From the orange juice test (I could not upload the original uncompressed tiffs, too heavy), it can be seen colour banding artifact happening on the limbo/background when the denoise is applied.
- At the moment, the denoise setup is very simple and ergonomic - which is a great thing. To make it even more clear we could avoid the "denoised image path" (does make sense just to save it where all of the other rendered passes are), and maybe put as default the option "Apply denoiser At the End", which seems to give the best results in terms of quality.
- The second pass (when denoise happens at the end of calculations) in some conditions is kinda slow (can take hours actually).
- in 3DS Max plugin, the denoiser tab has to be checked "enable" every time the scene is re-opened, which is kinda annoying.
- EDIT: I forgot one thing. To me, the re-denoise button should be Also put below the "refresh/preview" one, in Maxwell Render interface. Would be more immediate and intuitive.
Gonna keep on testing 4.1 on new personal projects. Great job done so far NL team!
ps. Is there any news about GPU engine development status? When will it reach the same capabilities/features of the CPU one? (Sorry for the ot)
Best,
Riccardo / ramonesFAN
First image is SL 13
Second one is SL 14
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