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Hello guys and girls! Gleb Alexandrov here :) time
to dive into the NPR tricks! post-processing
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and other delicious stuff. and the first one is
gonna be Denoising. first of all in order to use
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and abuse the denoising algorithms we need to have
Cycles set up as our render engine and we need to
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see what we are doing, so the real-time viewport
may come in handy. make sure to switch it on. the
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3d scene here is very simple indeed, just a couple
of light sources and a heavily stylized tree model
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by Manu Järvinen and the orthographic camera
actually, because that's also something that adds
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towards this type of stylized look. we have talked
about the orthographic cameras in the perspective
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tutorial by the way. so the setup is primitive
indeed, feel free to download the project files,
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and now we just need to activate the denoising
within the render settings tab. it can either be
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Optix if you have an Nvidia GPU or Open Image
Denoise which works on all kinds of hardware.
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so why do we even mention denoising
in the post-processing tricks video?
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because it produces a pretty neat effect
especially at the lower sample count, which i will
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demonstrate in just a moment. i will switch over
to Optix because i found out that it's a little
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bit speedier, but ultimately that depends on the
video card. and i'm gonna reduce the sample count,
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that's the crucial bit. if you want the denoising
algorithm to mangle the image in the artistic way,
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we should set the render samples as well as the
viewport samples to some super low number, for
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example one. we can't go lower than that. so right
out of the box we can see how the the edges
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of the 3d model as seen in the rendering got
much murkier and this effect is less prominent
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uh... the higher we go with the sample count. so it's
advisable to keep it at 1 if possible because
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that will give the most prominent denoising effect.
and it also depends on the resolution so if we go
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quarter of the 1080p resolution, the effect will
be even more pronounced. notice a smoodging effect
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around the edges especially, when the sample
count wasn't enough to produce a clear result.
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that's what makes this effect very painterly and
kind of beautiful. it looks especially interesting
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in motion, when each new frame receives slightly
different treatment by the algorithm of denoising.
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now let's have a look at a slightly more advanced
post-processing implementation of denoising,
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based on the example of this amazing scene by Alex
Heskett. Alex, thanks for sharing this amazing tip
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on your twitter! so here we have the Cycles render
engine, once again we need Cycles for it to work
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48 render samples and in the Denoising tab here
we have nothing checked on. that's because this
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time we're going to use the compositor, but
first let me render the image out, it renders
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blazing fast even though it Cycles and whoa! right
away we can notice firstly that the landscape is
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gorgeous and secondly that we still have a lot
of noise and all of this noise is deliberate.
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having a grainy source is a precondition for using
denoising in a creative way, so here i'm navigating
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into the compositor, the Use Nodes checkbox should
be turned on. to make it slightly easier i'm going
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to enable the viewer node so we can preview
each individual node and its outputs. now we can
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Ctrl Shift and click on the node to preview
its outputs, Ctrl Shift and keep clicking to
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browse through multiple outputs at once, so the
catch is that we should use the noise texture.
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something like that, a simple white noise,
that's as close as you may get to visualizing
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entropy i guess :) and in a moment we'll use
it to corrupt our render, to add even more
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noise on top of it. so here we have the Mix node
switched into the linear light blending mode
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and we mix two outputs: our render and this white
noise and we actually use a very minimal amount of
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mixing, just 0.075 or something like
that and predictably we need to use
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the denoising that can be found under Filter,
Denoise, so M to switch it on Ctrl Shift click
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to preview the last node in the chain and bam!!
we have made this whole thing instantaneously
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much more painterly. it's a wonderful byproduct
of the extra grain passed onto the Denoise node
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which is basically the Intel Open Image denoiser,
but implemented within the compositor nodes.
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all right! lastly we can try tweaking the mix
factor but i think we shouldn't overdo it, really.
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as for me the effect is already quite pronounced,
just look at this grass, it's unbelievable how
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subtracting the the details, the grain... makes
it look more NPR and more two-dimensional in terms
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of some implied two-dimensional technique and if
you want to take it a bit further you can wash it
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out by using lower contrast, maybe color balance it
add some glare everything that will take it even
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further away from the sterile three-dimensional
look. all right! thank you so much, Alex, once again
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for showing us this implementation of
the effect. keep doing amazing things ;)
7294
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