Noise reduction algorithms may distort the signal to some degree. Noise reduction techniques exist for audio and images. Noise reduction is the process of removing noise from a signal. For the noise reduction of machinery and products, see Noise control. TL DR: As a rule of thumb, keep the maximum tile samples at about twice the value as the parallel samples and you should be good.For the reduction of a sound's volume, see Soundproofing. > The GPU is waiting for the host to do all that. tile samples" to 1 means that there is no accumulation happening on the device and thus a lot more data needs to be copied and accumulated. Usually that's not much of an issue, if you have render and accumulate a reasonable amount of samples on the device before you fetch it and then add it to the render film, so the CPU can keep up with the GPU. Since the rendering with the denoiser enabled, produces tons more data than with the denoiser disabled, a lot more data needs to be accumulated in the render film on the host. What this means is that you render only one sample per pixel before the render tile is downloaded to the host and then added to the render film. The problem with the scene you gave to Karl was that you had "Max. And all that additional data needs to be stored (which takes time). Generating this additional data requires extra cycles and memory. That data is not visible but still calculated. The denoiser needs more data than just the main pass. So the problem is specifically something about the way Path Tracing handles denoising.Īny additional insight into what's actually going on would be appreciated. Interestingly, by switching over from Path Tracing to Direct Lighting, and increasing the samples to get the same base non-denoising render time as Path Tracing, then turning on denoising, the denoising only adds a few seconds to the Direct Lighting, as I would normally expect. There's nothing obvious that jumps out at me as needing extra render horsepower for de-nosing compared to any of a hundred other scenes I've worked on over the last few years. I've tried stripping this example scene down to what seems very basic, (single light, no motion blur, no depth of field, no environment, no post processing, default camera, very basic materials, etc.) and the oddly extended time for denoising persists. Karu, I realize that to some extent, this is the Otoy's Secret De-noising Sauce we're talking about, but could you be a little more specific about which other passes are used, and what might slow them down, for our own troubleshooting and optimization? I had assumed the denoiser was just using the final plus the noise info pass used with Adaptive Sampling, but from what you've said, that does not seem to be the case. In the example scene provided the impact is quite large, hopefully this is not typical, but yes, in general "one has to pay with some render time to get the denoised result" is correct. Usually the difference should be reasonably minor but this depends on the details of the scene - in some scenes the additional passes may account for a significant portion of render time. That's the reason for the speed difference. When denoising is enabled, Octane needs to render these additional passes behind the scenes during the render to be used as input to the denoiser. ![]() Karu wrote:The denoiser doesn't operate only on the final rendered image - it uses various other render passes as input too. Or say you're rending a high res product shot, you might go from an hour per render down to fifteen or twenty minutes. With smaller, faster rendering frames, the denoiser doesn't have as much impact, but if you are rendering 10:00 frames without the denoiser, and you can drop that down to 3:00 with, it's a huge difference. It depends on your scene and tolerance for noise. So instead of comparing 0:23 to 0:30, you might be looking at 0:30 to 1:15 or more, so saving a good 45 seconds. With denoiser to without denoiser and enough additional samples to reduce the noise as well as the denoiser does However, think about it a little differently. ![]() In this case, you are rendering a pretty fast image to begin with, so adding a few seconds seems like a lot. Yes, it happens after the primary render, but it's still part of the overall render process, like any of the other post effects. Depending on your hardware, it could easily take a few seconds. Nothing happens instantaneously, and the denoiser is a pretty sophisticated tool.
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