Sure, here you go. This render was rewritten, so it's got a bit more noise.Topaz should work ok. Can you post an orig frame here that i can test ?
Sorry, I sent you the wrong one lol, give me a sec. I'll send you a higher res too.but there is almost no noise in that one ?
Here you go. I can send you the sequence later if you want.but there is almost no noise in that one ?
yikes! That looks noisy, but that's an interesting texture looking noise there hmmmm. Do you have AE? If you haven't tested neat video, give it a shot. It cleans the image quite well.yeah, that's a though one. i ran it by Topaz Sharpen w/ verynoisy mode, and it indeed is tricky.
reason = too much noise.
screengrab >
View attachment 151247
I'm gonna try that next, and upping the light samples. Problem is, on my old processor, any small changes make a big change in render times. My comfort zone is frames rendered in the 3 min cap.you need more samples, of some sort, it will probably double the rendertime, but should be worth it.
try to increase >
- reflection samples
- shading samples
for Gi >
Max samples 25 should be fine. No need for Max samples 3.
as far as i know. (running LW11 here)
With the normal pass and object pass the results would surely be better wouldn't they Erikals?
My bet is Blender is using the best buffers to assist OIDN with its denoising. It'll do this automatically.And for some reason if you do the denoising with oidn inside blender the result is better than in Lightwave. Not sure why that is as it should be the same DLLs..
No, I compared rendered output from Lightwave that I denoised in blender and it preserves way more detail. Did the same with a Blender output in Lightwave and compared the result.My bet is Blender is using the best buffers to assist OIDN with its denoising. It'll do this automatically.
In LightWave, you have to choose which buffer will give OIDN the best info to stop it destroying your shaders. Best to experiment with which normal buffer, or ID pass is the best for OIDN to retain your textures and bumps.