RENDERMAN 22 DOCUMENTATION

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Monte Carlo algorithms have diminishing returns on the number of samples. To cut the amount of noise in a rendered image in half, it can commonly take four times the number of samples. RenderMan ships with a new tool that offers an alternative approach to reducing noise in rendered images. This tool was originally created by Walt Disney Animation Studios and Disney Research for Big Hero 6 and as a result has already been tested and proven in feature film production.

Basic Filtering

Using Maya

images/denoiseMaya.pngImage Added

Using the denoising tool from RfM is fairly straightforward. The Sampling tab under Render Settings now contains a drop-down from which you can select Frame or Cross-frame filtering. Choose Frame and RfM will automatically apply the settings needed to produce a denoisable image. This will execute the tool as a post-process and removes noise through statistical filtering on specially configured EXR images.

Since this is applied as a post processing tool, you are required to batch render the frame to automatically generate denoised files. It's not currently supported in interactive rendering.

Using Katana

We need to set up a few nodes for running the denoise utility as a post process.

images/rfkDenoiseSetup.pngImage Added

  1. Prman Globals Settings
    Turn on importance sampling for the raytrace hider's pixel filter mode. This will eliminate splotchiness in the render.
    images/rfkDenoisePixelFilterMode.pngImage Added
  2. PrmanDenoiseChannelDefine
    Create a PrmanDenoiseChannelDefine node which is a macro for creating all the specific DisplayChannels required for the denoise utility.
    images/rfkDenoiseChannels.pngImage Added
  3. PrmanDenoiseRenderOutputDefine
    Create a PrmanDenoiseRenderOutputDefine node which is a macro for rendering a multichannel OpenEXR file for the beauty pass combined with the AOVs.


    images/rfkDenoiseBeautyOutput.png


    Image Added

    Info
    If your pipeline does not support multichannel EXR, you can use $RMANTREE/bin/exrmerge to combine the AOVs into a multichannel EXR. Then use this merged multichannel EXR for the denoise utility. Note that each AOV's type should be set to "raw" because this preserves the channel name in the EXR which the denoise utility will look for. Combined EXR using Katana's RenderOutputDefine's merge will not work with the denoise utility.
  4. Running Denoise Via RenderOutputDefine Script (Single Frame)
    Create a RenderOutDefine. Wire this node to the previous RenderOutputDefine node. Select the script type, select primary for the scriptInput, and set the scriptCommand to the following:

    Code Block
    $RMANTREE/bin/denoise $INPUT
    images/rfkDenoiseFrameScript.png


    Image Added
    By default, it will write out <image>_filtered.exr. This can be changed by specifying -o. Run denoise -help for more information on other denoise utility options.

Users must run a disk render in order to denoise an image. Denoising is not currently supported in interactive rendering.NOTE: We can   Note that we can also run the denoise utility for AOVs. See ; see Layered Filtering below for more information.

From RIB

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:

 

Code Block
# Beauty...

...


DisplayChannel "color Ci"

...


DisplayChannel "float a"

...


DisplayChannel "color mse" "string source" "color Ci" "string statistics" "mse"

...

 



# Shading...

...


DisplayChannel "color albedo" "string source" "color lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C(U2L)|O"

...


DisplayChannel "color diffuse" "string source" "color lpe:C(D[DS]*[LO])|O"

...


DisplayChannel "color diffuse_mse" "string source" "color lpe:C(D[DS]*[LO])|O" "string statistics" "mse"

...


DisplayChannel "color specular" "string source" "color lpe:CS[DS]*[LO]"

...


DisplayChannel "color specular_mse" "string source" "color lpe:CS[DS]*[LO]" "string statistics" "mse"

...

 



# Geometry...

...


DisplayChannel "float z" "string source" "float z" "string filter" "gaussian"

...


DisplayChannel "float z_var" "string source" "float z" "string filter" "gaussian" "string statistics" "variance"

...


DisplayChannel "normal normal" "string source" "normal Nn"

...


DisplayChannel "normal normal_var" "string source" "normal Nn" "string statistics" "variance"

...


DisplayChannel "vector forward" "string source" "vector motionFore"

...


DisplayChannel "vector backward" "string source" "vector motionBack"

...

 



Display "image.exr" "openexr" "Ci,a,mse,albedo,diffuse,diffuse_mse,specular,specular_mse,z,z_var,normal,normal_var,forward,backward" "int asrgba" 1

...


Hider "raytrace" "string pixelfiltermode" "importance" # ...

 

The denoise utility expects a multichannel OpenEXR with the exact channel names given here. Light Path Expressions are used to separate the diffuse and specular components and to retrieve the unlit albedo colors for the materials. The statistics parameters are used to request that prman produce images that estimate the variance or the error in the linked image. The forward and backward channels are not strictly necessary here, but become useful when filtering image sequences with motion blur.

For the albedo, U2, or user lobe 2 is the default routing for albedo from the standard Pxr materials. The actual number is determined by the rendermn.ini file and can be changed to anything from 1 through 8 if your site uses custom shaders that assign LPE lobes differently.

Code Block
/prman/lpe/

...

user2                Albedo

Users can enable user lobes by changing the rendermn.ini to include:

Code Block
/prman/lpe/enableuserlobes 0|1

Where 0 is off (default). This is an experimental option.

...

With all of these options set, you can now run the denoiser on the image produced by prman:

Code Block
denoise image.exr

This will produce a new file, image_filtered.exr, with the filtered image. If you have multiple image files, you may pass them all on the command line and the denoiser will filter each file in turn.

Cross-Frame Filtering

For animation sequences, the denoiser can be set to a cross-frame filtering mode where the filtering for each frame also takes into account the pixels from the frames immediately before and after.

Using Maya

To enable this option in RfM, simply choose Cross-frame filtering from the denoising drop-down box instead of Frame and render your sequence.

Using Katana

The setup is very similar to single frame filtering except we use --crossframe -v variance with previous frame, current frame, and next frame in the renderSettings' scriptCommand:

 

Code Block
`$RMANTREE/bin/

...

denoise  --crossframe -v variance

...


image.'+str(int(frame)-1)+'.exr image.'+str(int(frame))+'.exr image.'+str(int(frame)+1)+".exr"

images/rfkDenoiseCrossFrameScript.pngImage Added

By default, it will write out <image>_filtered.#.exr. This can be changed by specifying -o. See denoise -help for more information on other denoise command options.NOTE: We can   Note that we can also run the denoise utility for AOVs with crossframe. See ; see Layered Filtering below.

From RIB

If rendering straight from RIB, configure each frame the same as you would for basic rendering as above. For best results you will want to make sure that the motion vectors, forward and backward, are included this time. Then run the denoise utility with:

Code Block
denoise --crossframe -v variance frame*.exr

The denoiser will process each frame in turn and write out a series of images. If the input files were frame00.exr through frame99.exr, the output will be in frame_filtered00.exr through frame_filtered99.exr

If you are using a render farm and would like to distribute the denoising work across the nodes, or you'd like to interleave rendering and denoising you can also do this, though the approach is slightly more complex:

 

Code Block
prman frame01.rib

...


prman frame02.rib

...


prman frame03.rib

...


denoise --crossframe -v variance -L frame01.exr frame02.exr frame03.exr

...


prman frame04.rib

...


denoise --crossframe -v variance -F -L frame02.exr frame03.exr frame04.exr

...


prman frame05.rib

...


denoise --crossframe -v variance -F -L frame03.exr frame04.exr frame05.exr

...


...

...


prman frame98.rib

...


denoise --crossframe -v variance -F -L frame96.exr frame97.exr frame98.exr

...


prman frame99.rib

...


denoise --crossframe -v variance -F frame97.exr frame98.exr frame99.exr

The -F and -L options ask the denoiser to use the first and last of the given images, respectively, when doing cross-frame filtering but not to actually denoise those images themselves. Thus using -F and -L with frames 2, 3, and 4 will filter and write frame 3 only, though it will use frames 2 and 4 to do so. The first and last executions of denoise here are the exceptions in that they are set to filter two frames at a time. In any event, when run this way the denoiser will always be working one frame behind the rendering.

Layered Filtering (For AOVs)

In some cases, you may wish to denoise individual passes, such as the diffuse contribution for a particular light group. Rather than duplicate the geometry channels into the images for each pass, it is possible to write them out once per frame and then combine them with the individual pass images. In order for this to work some fairly strict naming requirements must be met:

...

For instance, in the example below, the number of files for diffuse_key and specular_key and their order are the same. The denoise sees two sets: diffuse and specular.

 

Code Block
$RMANTREE/bin/denoise --crossframe --override filterLayersIndependently true --

...


image_variance.{5,6,7}.exr diffuse_key.{5,6,7}.exr specular_key.{5,6,7}.exr

Once this is done, the images can be given to the denoiser. For best results, you will probably want to use an additional option to filter the layer independently, e.g.:

From RIB

Single Frame

 

Code Block
denoise --override filterLayersIndependently true -- master_variance.exr light0_dir.exr light1_indi.exr

Cross Frame

 

Code Block
denoise --crossframe --override filterLayersIndependently true --

...


        master_variance.1.exr master_variance.2.exr master_variance.3.exr

...


        light0_dir.1.exr light0_dir.2.exr light1_indi.1.exr light1_indi.2.exr

Using Katana

In Rfk, the setup is similar to the process for the beauty pass in addition to appending the AOVs in the renderSettings' scriptCommand. In this example, diffuse_key.#.exr is the diffuse AOV for the light group "key":

Single Frame

 

Code Block
$RMANTREE/bin/denoise --override filterLayersIndependently true -- $INPUT diffuse_key.#.exr

Cross Frame

 

Code Block
'$RMANTREE/bin/

...

denoise  --crossframe --override filterLayersIndependently true --'

...


    +' image_variance.'+str(int(frame)-1)+'.exr'

...


    +' image_variance.'+str(int(frame))+'.exr'

...


    +' image_variance.'+str(int(frame)+1)+'.exr'

...


    +' diffuse_key.'+str(int(frame)-1)+'.exr'

...


    +' diffuse_key.'+str(int(frame))+'.exr'

...


    +' diffuse_key.'+str(int(frame)+1)+'.exr'