This page gives information on the V-Ray Denoiser Render Element.
Overview
Denoising Engines
VRayDenoiser offers a choice between the Default V-Ray denoiser, the NVIDIA AI denoiser, and the Intel Open Image Denoise. Each offers a different denoising algorithm that comes with different benefits. See the denoising engine examples below.
Default V-Ray denoiser – V-Ray's denoising algorithm. It can utilize the CPU or the GPU (AMD or NVIDIA GPUs) to perform the denoising. It is consistent when denoising render elements, as it applies the same denoising operator to all render channels, which means that it is recommended for denoising the render elements to be used for compositing back the beauty image. In addition, it comes with a standalone version, which is recommended for denoising animation by using frame blending.
NVIDIA AI denoiser – V-Ray's integration of NVIDIA's AI-based denoising algorithm. The NVIDIA AI denoiser requires an NVIDIA GPU to work, regardless of whether the actual rendering was performed on the CPU or GPU. This means that rendering on the CPU still requires an NVIDIA GPU for denoising with the NVIDIA AI denoiser and has some advantages and drawbacks compared to the Default V-Ray Denoiser. For example, the NVIDIA AI denoiser performs the denoising faster, but is not consistent when denoising render elements. This means that there will be differences between the original RGB image and the one reconstructed from render elements that are denoised with the NVIDIA AI denoiser. It also doesn't support cross-frame denoising and will likely produce flickering when used in animation.
The Nvidia AI denoiser works with Maxwell and newer GPU architectures only.
You can select which GPU device(s) to be used by the NVIDIA AI denoiser via the Select rendering devices for V-Ray GPU for 3ds Max #### tool with the following environment variable - VRAY_OPTIX_DENOISER_PLATFORMS. For more information, see the Environment Variables page.
In earlier versions of V-Ray, you can select which GPU device(s) to be used by the NVIDIA AI denoiser with the following environment variable - VRAY_OPTIX_DENOISER_PLATFORMS. In V-Ray 6, this variable is deprecated.
Intel Open Image Denoise – V-Ray's integration of Intel Open Image Denoise. The Intel Open Image denoiser works with your CPU device and does not use hardware acceleration.
Parameters
Advanced denoiser parameters
Suggested Render Settings
While the denoiser can be quite effective at removing noise, it may produce artifacts and loss of detail if the image is very noisy. For most scenes, use Bucket or Progressive image sampler with the Noise threshold set to 0.05 or lower. Additionally, the denoiser works best when the noise levels across the image are similar (the noiseLevel render channel is uniform grey), so using very low sampling is not recommended.
Example: Default V-Ray denoiser
This example illustrates how the Default V-Ray denoiser works after more samples are made with the Progressive image sampler. When the samples are too few, there's not enough information for the denoising to produce a smooth result. You can compare the results between an image with applied denoising and without.
Example: NVIDIA AI denoiser
This example illustrates how the NVIDIA AI denoiser works after more samples are made with the Progressive image sampler. When the samples are too few, there's not enough information for the denoising to produce a smooth result. You can compare the results between a render with applied denoising and without.
Example: Intel Open Image Denoise
This example illustrates how the Intel Open Image Denoise works after more samples are made with the Progressive image sampler. When the samples are too few, there's not enough information for the denoising to produce a smooth result. You can compare the results between a render with applied denoising and without.
File Names of Saved Channels
As expected, channels will keep their names as displayed in the VFB when saving them to a single .vrimg or .exr file (using the V-Ray raw image file option from the Frame buffer rollout or the Save all image channels to single file VFB button). The same channel names will be appended to the files when you use the VFB button Save all image channels to separate files.
However, using the Save separate render channels option from the Frame buffer rollout to save all layers as separate files will save the effectsResult channel to a file with the text RGB_color appended to its name, and the RGB channel as origRGB instead.
Denoising Animations
When denoising animations, it is recommended to use the Standalone Denoiser Tool. Unlike the denoiser integrated in the UI, the standalone tool can do frame blending for animations, which reduces flickering. The integrated denoiser only works on the rendered frame and does not take the next and previous frame(s) into account, like the standalone tool does.
To denoise an image sequence with vdenoise run the following command:
vdenoise -inputFile="path\to\sequence_????.ext
where the question mark (?) replaces the digits in the sequence's file names.
For example, if the images in the sequence are named anim_0001.exr, anim_0002.exr, etc. and are located in the folder c:\renderoutput, the full command will be:
vdenoise -inputFile="c:\renderoutput\anim_????.exr
When that command is run, the sequence is read and for each frame, the specified number of adjacent frames are also considered. A new output image is then written for each frame.
Recommended settings:
- Mode set to Only generate render elements.
- Denoising engine set to Default V-Ray denoiser.
- Render output set to vrimg or multichannel exr.
The NVIDIA AI denoiser does not perform frame blending and will likely produce flickering when denoising animations.
Notes
When bucket rendering, image denoising takes place after the frame has been rendered and will not show up until all rendering has finished.
When progressive rendering, image denoising takes place during the rendering. How frequently the denoising is updated is controlled with the Post effects rate parameter found in Render Setup window > Settings tab > System rollout.
Textures or materials such as VRayStochasticFlakesMtl that could be considered to have a purposely noisy look will not be considered "noisy" by VRayDenoiser, and will not be affected by the noise removal process.
It is recommended to use the standalone denoiser tool for animations. The standalone denoiser can blend between frames and reduce flickering.
- The denoising engines require different render elements, so switching between them on the fly without re-rendering is disabled (the “Update” button in the VRayDenoiser render element is grayed out).
- Options that are not relevant for the NVIDIA AI denoiser are grayed out when it is selected - e.g. the “hardware acceleration” option is disabled (the denoiser always requires an NVIDIA GPU), as well as the “preset”, “strength” and “radius” parameters.
- Denoising render elements with the NVIDIA AI denoiser is likely to lead to difference between the composited RGB image and the original one.
To denoise multiple render elements, enable the Denoise checkbox for each render element in the scene that needs to be denoised. Some render elements don't have a Denoise option, as they don't produce color information. For this reason, it makes no sense to denoise them, as this would distort the data. For example, ZDepth and Velocity data doesn't need denoising, just like masks like the Cryptomatte or the MultiMatte don't either. For more information, please see the respective render element page.