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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,120 --> 00:00:10,080 Hello guys and girls! Gleb Alexandrov here :) time  to dive into the NPR tricks! post-processing   2 00:00:10,080 --> 00:00:18,400 and other delicious stuff. and the first one is  gonna be Denoising. first of all in order to use   3 00:00:18,400 --> 00:00:24,400 and abuse the denoising algorithms we need to have  Cycles set up as our render engine and we need to   4 00:00:24,400 --> 00:00:31,200 see what we are doing, so the real-time viewport  may come in handy. make sure to switch it on. the   5 00:00:31,200 --> 00:00:38,480 3d scene here is very simple indeed, just a couple  of light sources and a heavily stylized tree model   6 00:00:38,480 --> 00:00:45,600 by Manu Järvinen and the orthographic camera  actually, because that's also something that adds   7 00:00:45,600 --> 00:00:51,440 towards this type of stylized look. we have talked  about the orthographic cameras in the perspective   8 00:00:51,440 --> 00:00:57,840 tutorial by the way. so the setup is primitive  indeed, feel free to download the project files,   9 00:00:58,640 --> 00:01:04,800 and now we just need to activate the denoising  within the render settings tab. it can either be   10 00:01:04,800 --> 00:01:12,160 Optix if you have an Nvidia GPU or Open Image  Denoise which works on all kinds of hardware.   11 00:01:12,160 --> 00:01:16,480 so why do we even mention denoising  in the post-processing tricks video?   12 00:01:16,480 --> 00:01:23,520 because it produces a pretty neat effect  especially at the lower sample count, which i will   13 00:01:23,520 --> 00:01:30,720 demonstrate in just a moment. i will switch over  to Optix because i found out that it's a little   14 00:01:30,720 --> 00:01:38,560 bit speedier, but ultimately that depends on the  video card. and i'm gonna reduce the sample count,   15 00:01:38,560 --> 00:01:44,480 that's the crucial bit. if you want the denoising  algorithm to mangle the image in the artistic way,   16 00:01:45,280 --> 00:01:51,200 we should set the render samples as well as the  viewport samples to some super low number, for   17 00:01:51,200 --> 00:01:57,680 example one. we can't go lower than that. so right  out of the box we can see how the the edges   18 00:01:57,680 --> 00:02:04,400 of the 3d model as seen in the rendering got  much murkier and this effect is less prominent   19 00:02:04,400 --> 00:02:11,840 uh... the higher we go with the sample count. so it's  advisable to keep it at 1 if possible because   20 00:02:11,840 --> 00:02:18,320 that will give the most prominent denoising effect.  and it also depends on the resolution so if we go   21 00:02:18,320 --> 00:02:26,000 quarter of the 1080p resolution, the effect will  be even more pronounced. notice a smoodging effect   22 00:02:26,000 --> 00:02:32,080 around the edges especially, when the sample  count wasn't enough to produce a clear result.   23 00:02:32,640 --> 00:02:39,280 that's what makes this effect very painterly and  kind of beautiful. it looks especially interesting   24 00:02:39,280 --> 00:02:46,240 in motion, when each new frame receives slightly  different treatment by the algorithm of denoising.   25 00:02:47,920 --> 00:02:52,720 now let's have a look at a slightly more advanced  post-processing implementation of denoising,   26 00:02:52,720 --> 00:02:59,440 based on the example of this amazing scene by Alex  Heskett. Alex, thanks for sharing this amazing tip   27 00:02:59,440 --> 00:03:06,560 on your twitter! so here we have the Cycles render  engine, once again we need Cycles for it to work   28 00:03:06,560 --> 00:03:14,160 48 render samples and in the Denoising tab here  we have nothing checked on. that's because this   29 00:03:14,160 --> 00:03:19,920 time we're going to use the compositor, but  first let me render the image out, it renders   30 00:03:19,920 --> 00:03:27,760 blazing fast even though it Cycles and whoa! right  away we can notice firstly that the landscape is   31 00:03:27,760 --> 00:03:36,480 gorgeous and secondly that we still have a lot  of noise and all of this noise is deliberate.   32 00:03:36,480 --> 00:03:43,760 having a grainy source is a precondition for using  denoising in a creative way, so here i'm navigating   33 00:03:43,760 --> 00:03:50,320 into the compositor, the Use Nodes checkbox should  be turned on. to make it slightly easier i'm going   34 00:03:50,320 --> 00:03:57,360 to enable the viewer node so we can preview  each individual node and its outputs. now we can   35 00:03:57,360 --> 00:04:04,080 Ctrl Shift and click on the node to preview  its outputs, Ctrl Shift and keep clicking to   36 00:04:04,080 --> 00:04:09,920 browse through multiple outputs at once, so the  catch is that we should use the noise texture.  37 00:04:10,720 --> 00:04:16,400 something like that, a simple white noise,  that's as close as you may get to visualizing   38 00:04:16,400 --> 00:04:22,160 entropy i guess :) and in a moment we'll use  it to corrupt our render, to add even more   39 00:04:22,160 --> 00:04:29,360 noise on top of it. so here we have the Mix node  switched into the linear light blending mode   40 00:04:29,360 --> 00:04:37,840 and we mix two outputs: our render and this white  noise and we actually use a very minimal amount of   41 00:04:37,840 --> 00:04:44,160 mixing, just 0.075 or something like  that and predictably we need to use   42 00:04:44,160 --> 00:04:52,800 the denoising that can be found under Filter,  Denoise, so M to switch it on Ctrl Shift click   43 00:04:52,800 --> 00:04:58,960 to preview the last node in the chain and bam!!  we have made this whole thing instantaneously   44 00:04:58,960 --> 00:05:05,120 much more painterly. it's a wonderful byproduct  of the extra grain passed onto the Denoise node   45 00:05:05,760 --> 00:05:11,440 which is basically the Intel Open Image denoiser,  but implemented within the compositor nodes.   46 00:05:12,080 --> 00:05:18,320 all right! lastly we can try tweaking the mix  factor but i think we shouldn't overdo it, really.   47 00:05:19,200 --> 00:05:26,240 as for me the effect is already quite pronounced,  just look at this grass, it's unbelievable how   48 00:05:26,240 --> 00:05:34,480 subtracting the the details, the grain... makes  it look more NPR and more two-dimensional in terms   49 00:05:34,480 --> 00:05:40,000 of some implied two-dimensional technique and if  you want to take it a bit further you can wash it   50 00:05:40,000 --> 00:05:47,680 out by using lower contrast, maybe color balance it  add some glare everything that will take it even   51 00:05:47,680 --> 00:05:54,240 further away from the sterile three-dimensional  look. all right! thank you so much, Alex, once again   52 00:05:54,240 --> 00:05:59,200 for showing us this implementation of  the effect. keep doing amazing things ;) 7294

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