Cycles adaptive sampling gives noisy denoising shadow pass #75618
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Reference: blender/blender#75618
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System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 426.00
Blender Version
Broken: version: 2.83 (sub 13), branch: master, commit date: 2020-04-08 21:23, hash:
1239cab11f
Worked: 2.82a
Short description of error
Dots in denoised render.
Exact steps for others to reproduce the error
Try to render the file in 2.82a (no dots) and in 2.83 (dots) as seen on this pic (I made it lighter in pshop to emphasize the difference).. It seems it comes from the lighting because if I suppress any light source, the problem disappears.
I am aware that it's not a "big" bug and it is very peculiar to these lights, but nevertheless I keep you informed.
denoise2.blend
Added subscriber: @rimpotche
Added subscriber: @Alaska
The issue actually branches from adaptive sampling. If you turn this feature off, the issue will go away. You could also try increasing the "minimum samples" setting (20 worked for me) or increase your overall sample count (128 fixed it for me). It should be noted that increasing your overall sample count also increases your minimum sample count ( if it's set to 0/auto) which is why it works.
However, this is still a bug, so I'll leave this thread open for the developers to review.
Changed status from 'Needs Triage' to: 'Confirmed'
Normal Denoise 2.83 faultyto Cycles adaptive sampling gives noisy denoising shadow passAdded subscribers: @Stefan_Werner, @brecht
Both adaptive sampling and the denoising shadow pass use even/odd samples, maybe there is some conflict.
Added subscriber: @lichtwerk
Other reports relating Denoise and AS:
#79190 (Cycles PMJ adaptive sampling working poorly with many bounces)
#82383 ((Denoising) Artifacts on Adaptive Sampling)
#81261 (Viewport render better than final render)
Changed status from 'Confirmed' to: 'Archived'
NLM was removed in 3.0, there is no more denoising shadow pass.