Denoiser works only in viewport

Hey there!

Up until the last update, I used the denoiser as a cheap way to get a painted look for my renders with minimum iterations.

Now it works in the viewport nvidia preview, but when I start the render proper, it doesn't kick in.

What gives?

Oh, and thank you :)

Comments

  • SpottedKittySpottedKitty Posts: 7,232

    Do you let the render run until it hits a stop condition, or stop it early because it looks OK? The denoiser is supposed to kick in almost at the end of rendering, so if you stop early it might not run. Weird things can happen in a new program version, so you might have discovered a new way the handover to the denoiser can fail.

  • PetercatPetercat Posts: 2,321

    Do you let the render run until it hits a stop condition, or stop it early because it looks OK? The denoiser is supposed to kick in almost at the end of rendering, so if you stop early it might not run. Weird things can happen in a new program version, so you might have discovered a new way the handover to the denoiser can fail.

    That's weird, my denoiser kicks in close to the beginning of  the render. Studio installed itself with the "Post Denoiser Start Iteration" set at 8. Under "Filtering" in the Render Editor.
    If I stop the render at say, 14 iterations, I get a low-detail painted look. Studio 4.12.0.86

  • Do note that the preview uses fewer resources than a full render, by how much depends on the options in the Draw Settings pane. As a result it would not be that surprising if a scene with the denoiser running  fitted into the GPU memory for the preview, but not for the final render - and the denoiser is one feature of Iray that does require the GPU, it isn't supported in CPU rendering.

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