Cycles: Expose noisy image pass by default when rendering with denoiser

Apparently quite a few users would like to have the noisy pass available when using the denoiser, and since it's being generated anyways we might as well expose it by default.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3608
This commit is contained in:
Lukas Stockner 2018-08-30 23:28:10 +02:00
parent 65b25df801
commit f1673d20fa
3 changed files with 62 additions and 44 deletions

@ -254,21 +254,21 @@ def register_passes(engine, scene, srl):
if crl.use_pass_volume_indirect: engine.register_pass(scene, srl, "VolumeInd", 3, "RGB", 'COLOR') if crl.use_pass_volume_indirect: engine.register_pass(scene, srl, "VolumeInd", 3, "RGB", 'COLOR')
cscene = scene.cycles cscene = scene.cycles
if crl.use_denoising and crl.denoising_store_passes and not cscene.use_progressive_refine: if crl.use_denoising:
engine.register_pass(scene, srl, "Denoising Normal", 3, "XYZ", 'VECTOR') engine.register_pass(scene, srl, "Noisy Image", 3, "RGBA", 'COLOR')
engine.register_pass(scene, srl, "Denoising Normal Variance", 3, "XYZ", 'VECTOR') if crl.denoising_store_passes:
engine.register_pass(scene, srl, "Denoising Albedo", 3, "RGB", 'COLOR') engine.register_pass(scene, srl, "Denoising Normal", 3, "XYZ", 'VECTOR')
engine.register_pass(scene, srl, "Denoising Albedo Variance", 3, "RGB", 'COLOR') engine.register_pass(scene, srl, "Denoising Normal Variance", 3, "XYZ", 'VECTOR')
engine.register_pass(scene, srl, "Denoising Depth", 1, "Z", 'VALUE') engine.register_pass(scene, srl, "Denoising Albedo", 3, "RGB", 'COLOR')
engine.register_pass(scene, srl, "Denoising Depth Variance", 1, "Z", 'VALUE') engine.register_pass(scene, srl, "Denoising Albedo Variance", 3, "RGB", 'COLOR')
engine.register_pass(scene, srl, "Denoising Shadow A", 3, "XYV", 'VECTOR') engine.register_pass(scene, srl, "Denoising Depth", 1, "Z", 'VALUE')
engine.register_pass(scene, srl, "Denoising Shadow B", 3, "XYV", 'VECTOR') engine.register_pass(scene, srl, "Denoising Depth Variance", 1, "Z", 'VALUE')
engine.register_pass(scene, srl, "Denoising Image", 3, "RGB", 'COLOR') engine.register_pass(scene, srl, "Denoising Shadow A", 3, "XYV", 'VECTOR')
engine.register_pass(scene, srl, "Denoising Image Variance", 3, "RGB", 'COLOR') engine.register_pass(scene, srl, "Denoising Shadow B", 3, "XYV", 'VECTOR')
engine.register_pass(scene, srl, "Denoising Image Variance", 3, "RGB", 'COLOR')
clean_options = ("denoising_diffuse_direct", "denoising_diffuse_indirect", clean_options = ("denoising_diffuse_direct", "denoising_diffuse_indirect",
"denoising_glossy_direct", "denoising_glossy_indirect", "denoising_glossy_direct", "denoising_glossy_indirect",
"denoising_transmission_direct", "denoising_transmission_indirect", "denoising_transmission_direct", "denoising_transmission_indirect",
"denoising_subsurface_direct", "denoising_subsurface_indirect") "denoising_subsurface_direct", "denoising_subsurface_indirect")
if any(getattr(crl, option) for option in clean_options): if any(getattr(crl, option) for option in clean_options):
engine.register_pass(scene, srl, "Denoising Clean", 3, "RGB", 'COLOR') engine.register_pass(scene, srl, "Denoising Clean", 3, "RGB", 'COLOR')

@ -525,6 +525,9 @@ PassType BlenderSync::get_pass_type(BL::RenderPass& b_pass)
int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass) int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
{ {
string name = b_pass.name(); string name = b_pass.name();
if(name == "Noisy Image") return DENOISING_PASS_COLOR;
if(name.substr(0, 10) != "Denoising ") { if(name.substr(0, 10) != "Denoising ") {
return -1; return -1;
} }
@ -539,7 +542,6 @@ int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
MAP_PASS("Depth Variance", DENOISING_PASS_DEPTH_VAR); MAP_PASS("Depth Variance", DENOISING_PASS_DEPTH_VAR);
MAP_PASS("Shadow A", DENOISING_PASS_SHADOW_A); MAP_PASS("Shadow A", DENOISING_PASS_SHADOW_A);
MAP_PASS("Shadow B", DENOISING_PASS_SHADOW_B); MAP_PASS("Shadow B", DENOISING_PASS_SHADOW_B);
MAP_PASS("Image", DENOISING_PASS_COLOR);
MAP_PASS("Image Variance", DENOISING_PASS_COLOR_VAR); MAP_PASS("Image Variance", DENOISING_PASS_COLOR_VAR);
MAP_PASS("Clean", DENOISING_PASS_CLEAN); MAP_PASS("Clean", DENOISING_PASS_CLEAN);
#undef MAP_PASS #undef MAP_PASS
@ -573,20 +575,8 @@ array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
scene->film->denoising_flags = 0; scene->film->denoising_flags = 0;
PointerRNA crp = RNA_pointer_get(&b_srlay.ptr, "cycles"); PointerRNA crp = RNA_pointer_get(&b_srlay.ptr, "cycles");
if(get_boolean(crp, "denoising_store_passes") && if(get_boolean(crp, "use_denoising"))
get_boolean(crp, "use_denoising"))
{ {
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_srlay.name().c_str());
b_engine.add_pass("Denoising Normal Variance", 3, "XYZ", b_srlay.name().c_str());
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_srlay.name().c_str());
b_engine.add_pass("Denoising Albedo Variance", 3, "RGB", b_srlay.name().c_str());
b_engine.add_pass("Denoising Depth", 1, "Z", b_srlay.name().c_str());
b_engine.add_pass("Denoising Depth Variance", 1, "Z", b_srlay.name().c_str());
b_engine.add_pass("Denoising Shadow A", 3, "XYV", b_srlay.name().c_str());
b_engine.add_pass("Denoising Shadow B", 3, "XYV", b_srlay.name().c_str());
b_engine.add_pass("Denoising Image", 3, "RGB", b_srlay.name().c_str());
b_engine.add_pass("Denoising Image Variance", 3, "RGB", b_srlay.name().c_str());
#define MAP_OPTION(name, flag) if(!get_boolean(crp, name)) scene->film->denoising_flags |= flag; #define MAP_OPTION(name, flag) if(!get_boolean(crp, name)) scene->film->denoising_flags |= flag;
MAP_OPTION("denoising_diffuse_direct", DENOISING_CLEAN_DIFFUSE_DIR); MAP_OPTION("denoising_diffuse_direct", DENOISING_CLEAN_DIFFUSE_DIR);
MAP_OPTION("denoising_diffuse_indirect", DENOISING_CLEAN_DIFFUSE_IND); MAP_OPTION("denoising_diffuse_indirect", DENOISING_CLEAN_DIFFUSE_IND);
@ -598,8 +588,21 @@ array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
MAP_OPTION("denoising_subsurface_indirect", DENOISING_CLEAN_SUBSURFACE_IND); MAP_OPTION("denoising_subsurface_indirect", DENOISING_CLEAN_SUBSURFACE_IND);
#undef MAP_OPTION #undef MAP_OPTION
if(scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES) { b_engine.add_pass("Noisy Image", 4, "RGBA", b_srlay.name().c_str());
b_engine.add_pass("Denoising Clean", 3, "RGB", b_srlay.name().c_str()); if(get_boolean(crp, "denoising_store_passes")) {
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_srlay.name().c_str());
b_engine.add_pass("Denoising Normal Variance", 3, "XYZ", b_srlay.name().c_str());
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_srlay.name().c_str());
b_engine.add_pass("Denoising Albedo Variance", 3, "RGB", b_srlay.name().c_str());
b_engine.add_pass("Denoising Depth", 1, "Z", b_srlay.name().c_str());
b_engine.add_pass("Denoising Depth Variance", 1, "Z", b_srlay.name().c_str());
b_engine.add_pass("Denoising Shadow A", 3, "XYV", b_srlay.name().c_str());
b_engine.add_pass("Denoising Shadow B", 3, "XYV", b_srlay.name().c_str());
b_engine.add_pass("Denoising Image Variance", 3, "RGB", b_srlay.name().c_str());
if(scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES) {
b_engine.add_pass("Denoising Clean", 3, "RGB", b_srlay.name().c_str());
}
} }
} }
#ifdef __KERNEL_DEBUG__ #ifdef __KERNEL_DEBUG__

@ -160,11 +160,12 @@ bool RenderBuffers::get_denoising_pass_rect(int offset, float exposure, int samp
(offset == DENOISING_PASS_DEPTH_VAR) || (offset == DENOISING_PASS_DEPTH_VAR) ||
(offset == DENOISING_PASS_COLOR_VAR); (offset == DENOISING_PASS_COLOR_VAR);
float scale_exposure = scale;
if(offset == DENOISING_PASS_COLOR || offset == DENOISING_PASS_CLEAN) { if(offset == DENOISING_PASS_COLOR || offset == DENOISING_PASS_CLEAN) {
scale *= exposure; scale_exposure *= exposure;
} }
else if(offset == DENOISING_PASS_COLOR_VAR) { else if(offset == DENOISING_PASS_COLOR_VAR) {
scale *= exposure*exposure; scale_exposure *= exposure*exposure;
} }
offset += params.get_denoising_offset(); offset += params.get_denoising_offset();
@ -181,14 +182,14 @@ bool RenderBuffers::get_denoising_pass_rect(int offset, float exposure, int samp
if(components == 1) { if(components == 1) {
for(int i = 0; i < size; i++, mean += pass_stride, var += pass_stride, pixels++) { for(int i = 0; i < size; i++, mean += pass_stride, var += pass_stride, pixels++) {
pixels[0] = max(0.0f, var[0] - mean[0]*mean[0]*invsample)*scale; pixels[0] = max(0.0f, var[0] - mean[0]*mean[0]*invsample)*scale_exposure;
} }
} }
else if(components == 3) { else if(components == 3) {
for(int i = 0; i < size; i++, mean += pass_stride, var += pass_stride, pixels += 3) { for(int i = 0; i < size; i++, mean += pass_stride, var += pass_stride, pixels += 3) {
pixels[0] = max(0.0f, var[0] - mean[0]*mean[0]*invsample)*scale; pixels[0] = max(0.0f, var[0] - mean[0]*mean[0]*invsample)*scale_exposure;
pixels[1] = max(0.0f, var[1] - mean[1]*mean[1]*invsample)*scale; pixels[1] = max(0.0f, var[1] - mean[1]*mean[1]*invsample)*scale_exposure;
pixels[2] = max(0.0f, var[2] - mean[2]*mean[2]*invsample)*scale; pixels[2] = max(0.0f, var[2] - mean[2]*mean[2]*invsample)*scale_exposure;
} }
} }
else { else {
@ -200,14 +201,28 @@ bool RenderBuffers::get_denoising_pass_rect(int offset, float exposure, int samp
if(components == 1) { if(components == 1) {
for(int i = 0; i < size; i++, in += pass_stride, pixels++) { for(int i = 0; i < size; i++, in += pass_stride, pixels++) {
pixels[0] = in[0]*scale; pixels[0] = in[0]*scale_exposure;
} }
} }
else if(components == 3) { else if(components == 3) {
for(int i = 0; i < size; i++, in += pass_stride, pixels += 3) { for(int i = 0; i < size; i++, in += pass_stride, pixels += 3) {
pixels[0] = in[0]*scale; pixels[0] = in[0]*scale_exposure;
pixels[1] = in[1]*scale; pixels[1] = in[1]*scale_exposure;
pixels[2] = in[2]*scale; pixels[2] = in[2]*scale_exposure;
}
}
else if(components == 4) {
assert(offset == DENOISING_PASS_COLOR);
/* Since the alpha channel is not involved in denoising, output the Combined alpha channel. */
assert(params.passes[0].type == PASS_COMBINED);
float *in_combined = buffer.data();
for(int i = 0; i < size; i++, in += pass_stride, in_combined += pass_stride, pixels += 4) {
pixels[0] = in[0]*scale_exposure;
pixels[1] = in[1]*scale_exposure;
pixels[2] = in[2]*scale_exposure;
pixels[3] = saturate(in_combined[3]*scale);
} }
} }
else { else {