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  • Published 31 Jul 2018

Denoising based on Surfaces and Alpha Masks

Hello there, i do not know how denoising is applied now, but here is an idea on compositing based denoising.

In sort, generate a pseudocolour, 16 or 32bit image were each colour is a tangent surface of the same material, and use that as mask(s) to blur (gradually less and less, per rendering pass) all ambient lighting separately.

Then, multiply that on the unlit Texture channel and composite shadows , lighting etc on the top.

That can be done in realtime every ie. x seconds. So we have a denoised render but can wait for more ambience detail.

Will produce totally noise free renders (as far as ambient light is concerned) with sharp edges and sharp textures.

Reflections and other elements can be addressed separately.

It is just a quick concept, resembling how biased renderers maybe work, if you find it interesting you can comment, greetings.

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Development Status: Open

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flatform
31 Jul 2018

1 Comment

3pointedit

Current denoiser actually works on a bunch of passes to differing amounts. You can also build your own denoise function in the compositor and send different mixes of pass types as multiply or masking to the bilateral blur node.