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Removing fireflies and noise from an animation easily

8

Hawasly demonstrates a method for noise removal using Gimp and batch image processing.

Removing speckles (fireflies in Blender lingo) and noise from rendered animations has never been easier! Thanks to the method we are about to demonstrate. Using open source software Gimp, and a simple plugin named BIMP, we can now get rid of the speckles ruining our scenes. Whether you're using Blender, Maya, 3ds max, or any other software or render engine, this method puts an end to the hassle and time consumption an artist would face when trying to render out high quality animations.

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Blender enthusiast based in Philly!

8 Comments

  1. Here's my method:

    First I made a node group which recreates the cycles shading equation based on inputs from the passes for diffuse/gloss/transmission/sss/emission/environment/colour/direct/indirect/etc.

    Then before I connected the passes to the inputs for the equation, I ran each pass through the despeckle filter.

    To further improve my results, I turned off caustics, limited the number of bounces to a low number, clamped direct/indirect to a low amount, used branch path tracing & correlated multijitter pattern. Definitely recommend enabling persistent images, use spatial splits for acceleration structure. For rendering on CPUs use 32x32 tiles, for GPUs use 256x256 tiles.

    Avoid overly complex node group setups when it's not necessary, keep in mind things like glass/refraction nodes are a lot more work to render, etc. Use portals for interior scenes!! Use fake effects instead of complex effects when possible, like transparent images of smoke instead of smoke simulations and volume renders, if possible.

    Also avoid using very bright small light sources, like imagine a small sphere with an emission material and a strength of 1000. It's better to use a larger sphere with a lower strength. If you must have the small bright object, disable ray visibility for it for everything but the camera, and instead parent a different light (like a point light) to it instead.

    If you have a computer with both a good GPU & CPU, use both for rendering for twice the speed! Render the animation in two instances of Blender, in the first instance set it to CPU and give it all but 1 core of your CPU to render with, set it to frame skip so it renders every second frame. Then open a second instance and set it to your GPU and render every other frame.

    Yes it's lots of stuffing around, but do these things, and you *can* achieve frames of decent resolution with no noise, all under 10 minutes per frame.

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