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Setting up a scene in RIB for denoising is more involved if you are doing it manually, but most of the work is in adding the correct DisplayChannel lines to the prologue.

Here is the basic snippet that you will need:



Ai Denoiser AOVs
# Beauty...
DisplayChannel "color Ci" "string source" ["Ci"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "float a" "string source" ["a"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "color mse" "string source" ["Ci"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"]

# Shading...
DisplayChannel "float sampleCount" "string source" ["sampleCount"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "color albedo" "string source" ["color lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C<.S'passthru'>*((U2L)|O)"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "color albedo_var" "string source" ["color lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C<.S'passthru'>*((U2L)|O)"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["variance"]
DisplayChannel "color albedo_mse" "string source" ["color lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C<.S'passthru'>*((U2L)|O)"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"]
DisplayChannel "color diffuse" "string source" ["color lpe:C(D[DS]*[LO])|[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "color diffuse_mse" "string source" ["color lpe:C(D[DS]*[LO])|[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"]
DisplayChannel "color specular" "string source" ["color lpe:CS[DS]*[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "color specular_mse" "string source" ["color lpe:CS[DS]*[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"]

#Geometry...
DisplayChannel "float zfiltered" "string source" ["zfiltered"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "float zfiltered_var" "string source" ["zfiltered"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["variance"]
DisplayChannel "normal normal" "string source" ["normal lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;CU6L"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "normal normal_var" "string source" ["normal lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;CU6L"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["variance"]
DisplayChannel "normal normal_mse" "string source" ["normal lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;CU6L"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"]
DisplayChannel "vector forward" "string source" ["motionFore"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]
DisplayChannel "vector backward" "string source" ["motionBack"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978]