Well, if you are going to use denoiser with Radius=5 for example, try with 8000 up to 6000 samples, but not much less than that. Step 2: Load a Project Sequence into the Sequencer Editor.
Suppose your scene requires 10000 samples to render normally without any noise. System Configuration (Optional but Recommended) Download the Sample Project. It is recommended to at least use Albedo as None can blur out details, especially at lower sample counts. Generally, the more passes the denoiser has to denoise the better the result. But be sure to use high sample rates and proper denoiser settings to not get static patches.įor now it is advisable to render with high sample rates if you are going to use denoiser. Controls which Render Pass the denoiser should use as input, which can have different effects on the denoised image. Edit: I’ve done a little test, apparently it’s better static noise pattern. Anyway I am not sure here, I would need to do more tests. And also about whether any possible remaining static noise may end up being more annoying than flickering.
My doubt is about objects with noisy materials moving. The Arnold Denoiser requires that the parameter Output Denoising AOVs is enabled before rendering in the render settings (. Now with Denoiser… I’m not sure that flickering is only produced by the noise pattern of the render.
But can we expect the same kind of results than a more expert plugin like Neat. Otherwise you will get an annoying visible static noise pattern. Part of Magic Bullet Suite, Denoiser III has been rewritten from scratch. For animation with Cycles it is generally recommended to enable that button to get random noise pattern in each frame.