降噪¶
参考
- 面板
降噪使用渲染过程中收集的信息(称为特征传递)过滤生成的图像,以去除噪点,同时尽可能保留视觉细节。
Note
降噪面板仅适用于Cycles渲染引擎。
要使用该选项,请在属性编辑器的视图层选项卡中启用它。渲染时,当周围所有的拼贴渲染完成后,它将逐个拼贴降噪。默认设置适用于各种场景,但是用户可以调整单独的设置来控制无噪声图像、图像细节和计算时间之间的权衡。
See also
选项¶
- Optix AI Denoising
Uses an artificial intelligence algorithm to remove noise from renders. It is based on the OptiX acceleration engine and therefore has the same GPU requirements as rendering with Optix.
Optix AI Denoising can be enabled when one or more compatible Optix GPUs are selected in the System Preferences.
This denoiser is less suited for animations, because it is not temporally stable, but is considerably faster than the other denoising options and therefore especially useful to denoise previews or final single-frame images with high quality.
- Input Passes
Controls which passes the OptiX AI denoiser should use as input, which can have different effects on the denoised image. Generally, the more passes the denoiser has to denoise the better the result. It is recommended to at least use Color + Albedo as just Color can blur out details, especially at lower sample counts.
- 半径
用于消除像素噪点的图像区域的大小。更高的值更平滑,但可能会丢失细节,速度也更慢。
Setting the radius too high is generally not advisable. It increases denoising time a lot and, while the result might be smoother, it is not more accurate since there isn't any additional info coming out of the renderer. Beyond a radius of around 15, the additional rendering time is probably better spent on increasing the amount of samples.
- 强度/力度
控制相邻像素周围区域与中心像素相比在不用于降噪前的差异。较低的值可以保存更多的细节,但不太平滑。
- 特性强度
Controls removal of noisy and redundant image feature passes before the actual denoising. This is required in some cases like DoF or motion blur to avoid splotchy results, but might cause fine texture/geometrical detail to be lost. Lower values preserve more detail, but aren't as smooth.
- 相对过滤
当删除不包含信息的特性时,根据特性中的信息总量决定保留哪些特性。这可以帮助减少工件,但可能会导致边缘周围的细节丢失。
- 通道
你可以有选择地选择哪个 通道 降噪。
注释和问题¶
该降噪器将在未来发生变化,一些功能尚未实现。如果降噪效果不好,更多的采样或钳制往往会解决这个问题。
降噪还不能用于烘烤。
For animation denoising can be used, however it still requires high sample counts for good results. With low sample counts, low frequency (blurry) noise can be visible in animation frames, even if it not becomes immediately apparent in still images.
When using GPU rendering, the denoising (non Optix) process may use a significant amount of VRAM. If the GPU runs out of memory but renders fine without denoising, try reducing the tile size.