

Also, using left-to-right or right-to-left as the tile order can sometimes help because fewer tiles are kept in memory that way. If the GPU runs out of memory but renders fine without denoising, try reducing the tile size. When using GPU rendering, the denoising process may use a significant amount of vRAM.Cross-frame denoising to produce flicker-free and smoother results is planned for a future release. With low sample counts low frequency (blurry) noise can be visible in animation, even if it is not immediately apparent in still images. For animation denoising can be used, however it still requires high sample counts for good results.This might be added in the future, but will not be part of 2.79. Denoising can not be used for baking yet.Beyond a radius of ~15, the additional rendering time is probably better spent on increasing the amount of samples. 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. Setting the radius too high is generally not advisable.If denoising fails to produce good results, more samples or clamping will often resolve the issue. The denoiser will change in the future and some features are not implemented yet. This can help to reduce artifacts, but might cause detail loss around edges.Īfter denoising ( render by The Pixelary) Relative Filter: When removing features that don't carry information, decide which to keep based on the total amount of information in the features.Lower values preserve more detail, but aren't as smooth. This is required in some cases like DoF or MoBlur to avoid splotchy results, but might cause fine texture/geometrical detail to be lost. Feature Strength: Controls removal of noisy and redundant image feature passes before the actual denoising.Strength: Controls how different the area around a neighbor pixel can look compared to the center pixel before it's no longer used for denoising.Higher values are smoother, but might lose detail and are slower.


