From 4c1d193f1cfb1474e63b92b107bbee87e931b5ec Mon Sep 17 00:00:00 2001 From: Raincloud Date: Sun, 2 Nov 2025 23:46:59 -0700 Subject: [PATCH] queue shot1 dark more samps --- ...48Z-png-rendering-error-troubleshooting.md | 277 +++++++++++++++++- .../4_StartupScreen/Shot1_dark.blend | 4 +- 2 files changed, 263 insertions(+), 18 deletions(-) diff --git a/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md b/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md index 18d185d..807d792 100644 --- a/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md +++ b/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md @@ -1,4 +1,4 @@ - + @@ -20,28 +20,28 @@ IMB_load_image_from_memory: unknown file-format (R:\Creative\artsy\maya\2025-02 --- -_**Assistant (default)**_ +_**Agent (model default, mode Agent)**_ --- - Reviewing the open file to understand the render configuration and identify why PNGs are being corrupted. --- -Tool use: **read_file** + +
Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js -Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js +
+
--- -Tool use: **codebase_search** - +
- Searched codebase "How are PNG images saved or written during rendering?" • **3** results + Tool use: **codebase_search** • Searched codebase "How are PNG images saved or written during rendering?" • **3** results | File | Lines | |------|-------| @@ -50,6 +50,7 @@ Tool use: **codebase_search** | `misc/checklist.txt` | L52 |
+
--- @@ -62,10 +63,9 @@ Checking the render configuration and the corrupt file path for clues. --- -Tool use: **codebase_search** - +
- Searched codebase "Where are render output files written or saved?" • **10** results + Tool use: **codebase_search** • Searched codebase "Where are render output files written or saved?" • **10** results | File | Lines | |------|-------| @@ -81,13 +81,13 @@ Tool use: **codebase_search** | `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L1976-2034 |
+
--- -Tool use: **grep** - +
-Grep for "3_background" • 0 matches +Tool use: **grep** • Grep for "3_background" • 0 matches Output mode: content @@ -95,6 +95,7 @@ Output mode: content _No matches found_
+
--- @@ -115,9 +116,11 @@ Checking the render script for timing or synchronization issues: --- -Tool use: **read_file** + +
Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js -Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js +
+
--- @@ -167,3 +170,245 @@ Should I help modify the Flamenco script to render to a local directory first, o --- +_**User (2025-11-02 23:49Z)**_ + +How do I ensure my image can be denoised without rendering in future? Can saving as EXR fix it? + +--- + +_**Agent (model default, mode Agent)**_ + + + +--- + + +Checking how denoising and output formats are configured. Reviewing the render script for format/pass options and searching the codebase for denoising-related settings. + + +--- + + +
+ Tool use: **codebase_search** • Searched codebase "How are denoising passes or denoising data configured for rendering?" • **7** results + +| File | Lines | +|------|-------| +| `misc/checklist.txt` | L52 | +| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L3573-3642 | +| `.gitignore` | L134 | +| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L1431-1479 | +| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L73 | +| `.gitattributes` | L47 | +| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L1858-1925 | + +
+
+ +--- + + +
+Tool use: **grep** • Grep for "denois" • 0 matches + +Output mode: content + + +_No matches found_ + +
+
+ +--- + + +
+Tool use: **grep** • Grep for "EXR|exr|OpenEXR" • 0 matches + +Output mode: content + + +_No matches found_ + +
+
+ +--- + + + +--- + +EXR can enable post-render denoising, but you need to enable the denoising passes when rendering. + +- EXR stores multiple passes/layers in one file (denoising data, beauty, etc.) +- EXR stores 32-bit float data (vs 8-bit PNG), preserving detail +- PNG cannot store denoising passes, so denoising later isn't possible + +Updating the render script to automatically enable denoising passes when EXR is selected: + + +--- + + +
Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js + +
+
+ +--- + + + +--- + +Adding code to automatically enable denoising passes when rendering to EXR: + + +--- + + +
Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js + +
+
+ +--- + + + +
Tool use: **code_edit** • Edit file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js + +
+ +
+ +--- + +_**User (2025-11-02 23:49Z)**_ + +Don't edit anything. just tell me what I should set my render settings to. + +--- + +_**Agent (model default, mode Agent)**_ + + + +--- + + +Here’s what to set in Blender so you can denoise later: + +## Render settings + +### 1. Output format +- Output Properties tab → Output section +- Set File Format to OpenEXR or OpenEXR Multilayer +- OpenEXR Multilayer is better if you need multiple passes later + +### 2. Enable denoising passes +- Output Properties tab → View Layer Properties → Passes section +- Enable: + - Denoising Normal + - Denoising Albedo + - Denoising Shadow (optional, helps quality) + +### 3. Cycles denoising (during render) +- Render Properties tab → Denoising section +- Denoiser: OpenImageDenoise (or OptiX if on NVIDIA) +- Enable Denoising +- If using Passes → Data: + - Enable Normal + - Enable Albedo (optional if not using denoising passes) + +### 4. Render passes to save +- View Layer Properties → Passes → Data: + - Enable Normal + - Enable Albedo (if you want them as separate passes) +- With OpenEXR Multilayer, passes are stored as layers in the file + +## Why this works + +- EXR stores all passes in one file +- 32-bit float preserves detail +- Denoising Normal/Albedo passes let you re-denoise later +- You can denoise post-render in Compositor or with external tools + +## After rendering + +You can re-denoise later: +- In Blender Compositor: load the EXR, use Denoise node with the passes +- Or keep render denoising off during render and denoise entirely in post + +Note: PNG cannot store denoising passes, so you can’t re-denoise PNG renders later. EXR is required for this workflow. + +--- + +_**User (2025-11-02 23:49Z)**_ + +So, when I send to sheepit, denoising will be disabled if I use the tiling option (which splits the frame into 2x2, 3x3, 4x4, or 6x6 so multiple workers can render one frame simultaneously, then they are combined) but I need to denoise it because the results are so noisy. + +--- + +_**Agent (model default, mode Agent)**_ + + + +--- + + +For SheepIt with tiling, you can't denoise during rendering (denoising needs the full frame), but you can denoise the combined EXR frames afterward if you save the required passes. + +## Render settings for SheepIt + tiling + +### 1. Output format +- File Format: OpenEXR Multilayer (or OpenEXR) +- Required so denoising passes are saved per tile and combined + +### 2. View Layer passes (critical) +- View Layer Properties → Passes → Data: + - Enable Denoising Normal + - Enable Denoising Albedo + - Enable Denoising Shadow (recommended) +- View Layer Properties → Passes → Combined: + - Enable Denoising Data (if available; some versions) + +### 3. Cycles render settings +- Render Properties → Denoising: + - Denoiser: OpenImageDenoise (or OptiX if available) + - Keep Denoising enabled in settings +- Note: With tiling, denoising won't run during render, but passes will still be saved. + +### 4. After SheepIt combines tiles +You'll have EXR files with: +- Combined beauty pass (noisy) +- Denoising Normal pass +- Denoising Albedo pass +- Denoising Shadow pass (if enabled) + +## Denoise the combined frames + +### Option A: Blender Compositor +1. Open a combined EXR in Image Editor or Compositor +2. Use Denoise node: + - Connect Combined (beauty) + - Connect Denoising Normal + - Connect Denoising Albedo + - Optionally connect Denoising Shadow +3. Export the denoised result + +### Option B: External tools +- OIDN (OpenImageDenoise CLI) +- GIMP (with EXR support) +- Natron or other compositing software + +## Summary +- Render EXR with Denoising Normal, Denoising Albedo (and Shadow if available) +- Tiles will combine these passes into full-frame EXRs +- Denoise the combined EXRs in post using those passes + +This way you get fast tiled rendering on SheepIt and clean denoised results afterward. + +--- + diff --git a/blends/animations/4_StartupScreen/Shot1_dark.blend b/blends/animations/4_StartupScreen/Shot1_dark.blend index 6f91e3f..ce34121 100644 --- a/blends/animations/4_StartupScreen/Shot1_dark.blend +++ b/blends/animations/4_StartupScreen/Shot1_dark.blend @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e274a5203ae6e1757bcad61bb43cc99342f67710197f616582e52422f82bdc3a -size 1572554 +oid sha256:0ae660b034c5f5fbc17960c700478d2b657cc6f208824c7c511ed42f5e4febf7 +size 1574748