diff --git a/.specstory/history/2025-10-29_05-09Z-denoising-image-sequence-in-blender.md b/.specstory/history/2025-10-29_05-09Z-denoising-image-sequence-in-blender.md
index eba2eba..074fedd 100644
--- a/.specstory/history/2025-10-29_05-09Z-denoising-image-sequence-in-blender.md
+++ b/.specstory/history/2025-10-29_05-09Z-denoising-image-sequence-in-blender.md
@@ -16,7 +16,6 @@ _**Assistant (default)**_
---
-
Checking Blender 4.5 denoising options for rendered image sequences.
@@ -172,8 +171,6 @@ Tool use: **mcp_blender_get_scene_info**
-
-
---
@@ -804,7 +801,6 @@ _**Assistant (default)**_
---
-
Checking why denoising isn't being applied to the output.
@@ -2560,3 +2556,140 @@ To verify, switch to the Compositor workspace and preview the Denoise → Viewer
---
+_**User (2025-10-30 06:38Z)**_
+
+we still weren't getting denoised results. is this an appropriate way to get denoising info from each frame back into the frames?
+
+---
+
+_**Assistant (default)**_
+
+Thought Process
**Clarifying Denoising Setup**
+
+I need to respond clearly about the user's screenshot with the Render Layers and Denoising nodes. It seems they’ve connected Denoising Normal and Albedo to the Denoise node, but the Denoising passes should match the image they’re using. If they’re using external sequences, the Normal and Albedo must come from the same render as the image. You can't use current scene Render Layers unless re-rendering. For imported PNGs, there's no denoising data to recover. They might try Intel OIDN Denoise with just the Image.
+**Explaining Compositor Settings**
+
+Blender usually enables the compositor by default when nodes are present, but the Video Sequencer can change that. If rendering with the Video Sequencer, I need to check that both "Sequencer" and "Compositor" options are toggled correctly; otherwise, the compositor won't be applied, especially for MP4 outputs. Additionally, my color management settings matter. Mixing Render Layers passes with an external sequence isn't correct; I should load AOVs per frame from a MultiLayer EXR. For a proper setup, I can load these using "OpenEXR Multilayer" and separate RGBA.
+**Setting Up Image Nodes**
+
+To get started, I should use the Image node set to "OpenEXR MultiLayer" and connect the Noisy Image to Image, then connect the Denoising Normal to Normal and Denoising Albedo to Albedo, while also enabling HDR.
+
+If I'm only working with PNG or JPG beauty frames, I'll have to use just the Image input and leave Normal/Albedo unconnected. It's also essential to verify that the compositor is applied in Output Properties, enabling it there and adjusting settings depending on whether I’m using the Video Sequencer!
+**Rendering from Compositor**
+
+I can suggest rendering directly from the Compositor without any VSE strips or by disabling the "Sequencer." It's important to make sure the output path is correctly set to write images for testing. I might render a single frame using F12 or the Render Animation option.
+
+In the screenshot, it looks like they still had Render Layers. Those shouldn't feed denoising passes unless re-rendering the same scene frame-by-frame. The Denoise node output must connect to Composite, which is fine. For minimalism, I'd suggest using MultiLayer (EXR) or Cryptomatte if needed, but I want to keep it concise in my reply!
+**Answering Denoising Questions**
+
+To clarify, you can't get denoising info from Render Layers for external frames. To achieve per-frame denoising, you need to render denoise data passes along with the beauty into an EXR file, including Noisy, Albedo, and Normal passes. If that's not done, you'll need to re-render or settle for lower quality.
+
+To ensure the compositor is applied to MP4, either disable VSE or enable "Compositor" in Post Processing and render from there. I should also check the Compositor checkbox, confirm the Composite node is connected, and ensure the Denoise settings match.
+
+---
+
+### Short answer
+- No. You can’t use `Render Layers` Denoising Normal/Albedo to denoise an external PNG sequence. Those passes only match frames rendered from that scene in that moment. Mixing them with an imported sequence breaks the correspondence, so the denoiser won’t work as intended.
+
+### What works
+- If your sequence is PNG/JPG (beauty only): connect only Image → Denoise → Composite. Leave Normal/Albedo empty. Set Denoise:
+ - Prefilter: Accurate
+ - HDR: On only if the images are float (EXR/HDR) or Blender reports float; otherwise Off
+- If you have EXR Multilayer with denoise AOVs: load the EXR sequence and wire that same file’s
+ - Noisy Image → Denoise Image
+ - Denoising Normal → Denoise Normal
+ - Denoising Albedo → Denoise Albedo
+ - Enable HDR
+
+### Why your MP4 looked un-denoised
+- If you rendered via the Video Sequencer, the compositor can be bypassed. Ensure:
+ - Output Properties → Post Processing: enable Compositor. Disable Sequencer unless you’re actually using strips.
+ - Or render to an image sequence (PNG/EXR) from the compositor, then encode to MP4 separately.
+- Make sure `Composite` is the final output and is fed by the Denoise output (Viewer is preview only).
+
+### Minimal fixes to your setup (based on the screenshot)
+- Remove `Render Layers` from this graph unless you’re re-rendering the scene.
+- Keep only the `Image` sequence → `Denoise` → `Composite`.
+- Verify Post Processing → Compositor is enabled, and Sequencer is disabled if not used.
+- Test by rendering a single frame (F12) and saving it; if that is denoised, your animation/MP4 will be too.
+
+---
+
+_**User (2025-10-30 06:38Z)**_
+
+Honestly I think I can get away with it. setting to just 32 samples has little to no difference to 128 samples. I think I can get a pretty decent result this way, without waiting 5 years for it.
+
+---
+
+_**Assistant (default)**_
+
+Thought Process
**Confirming tool usage**
+
+The developer has instructed that status updates are necessary when using tools. Since I’m not using any tools right now, I don’t need to provide an update. I should acknowledge the plan as acceptable and suggest settings to lock in. Also, it’s important to recommend a render workflow to maintain denoising. Keeping everything clear and organized is essential for smooth functioning!
+
+---
+
+Sounds good—32 samples can be totally fine with the right settings. Quick tweaks to lock in quality and avoid “waiting 5 years”:
+
+- Adaptive sampling
+ - Noise Threshold: 0.01–0.03
+ - Max Samples: 32, Min Samples: 0
+- Light paths/noise killers
+ - Disable Caustics
+ - Filter Glossy: 0.5–1.0
+ - Clamp Indirect: 1–3, Clamp Direct: 0–1 (start at 0.5/2.0)
+ - Reduce max bounces a bit (e.g., Total 8, Diffuse 2, Glossy 2, Transmission 4)
+- Denoising
+ - If rendering the scene: enable OIDN (OpenImageDenoise) in Render and use Normal/Albedo passes for best results.
+ - If processing an external PNG sequence: Image → Denoise → Composite only; Prefilter=Accurate; HDR only if the images load as float.
+- Rendering pipeline (to ensure denoise sticks)
+ - Output Properties → Post Processing: enable Compositor; disable Sequencer unless you’re using it.
+ - Prefer rendering to PNG sequence first, then encode to MP4.
+
+These get you the biggest visual gain per millisecond at 32 spp. If you still see sparkle/fireflies on the trims, bump only Clamp Indirect slightly or increase Filter Glossy before raising samples.
+
+---
+
+_**User (2025-10-30 06:38Z)**_
+
+if I send this to flamenco, will it try to send the entire 600gb image sequence?
+
+---
+
+_**Assistant (default)**_
+
+Thought Process
**Exploring Flamenco usage**
+
+I need to clarify how Flamenco handles sending a 600GB image sequence. Flamenco, which I think is Blender's render manager, typically sends .blend files and required assets. It can upload dependencies for external sequences unless I'm using shared storage. There are modes like uploaded storage through Flamenco Manager and shared network paths. Best practices suggest using shared storage, referencing images via shared UNC paths, and possibly disabling uploads. I should also look into Flamenco’s integration with Blender Cloud.
+**Managing image sequence uploads**
+
+I need to think about how image sequences are handled in terms of uploads. If the sequence is packed or set to "Embed," it can increase size, which isn't ideal. If "Auto pack" is off and absolute paths are used, uploads won’t occur. To ensure smooth operation, it's important to use Shared Storage in the Flamenco config, avoid local paths, and disable "Pack Resources." Also, in Blender, I should turn off "Automatically pack into .blend" to keep things efficient. Keeping images on the network share is a good suggestion too.
+**Providing Flamenco configuration steps**
+
+I should check the option for "Include linked libraries," but since the instruction is for minimal verbosity, I’ll keep it concise. We don’t need a status update since we aren’t using tools. To clarify: if configured with shared storage, the answer is no for uploads, yes if in upload mode. I’ll create a checklist including:
+
+- Set Storage Mode to Shared in Flamenco Manager settings.
+- Ensure workers have the same mount path and test with a simple job.
+- In Blender’s Flamenco add-on, uncheck "Upload job files" and "Include EXR/PNG sequences."
+- Avoid packing images and disable automatic packing into .blend.
+- Use UNC paths instead of relative paths for consistency.
+
+---
+
+Short answer: it depends on your Flamenco setup.
+
+- Shared storage setup: It won’t upload the 600 GB. Workers read the files directly from the shared path.
+- Upload/packaging setup: It will try to upload dependencies, which can include your whole sequence.
+
+Do this to avoid any upload:
+- Use shared storage in Flamenco Manager.
+- Point your Image node to a shared path (UNC like \\server\share\Renders\...); avoid local D:\ paths.
+- Ensure workers see the exact same path/mount.
+- In Blender: don’t pack external data; disable “Automatically Pack Into .blend”.
+- In the Flamenco Blender add‑on: use “shared storage” and disable any “upload job files/dependencies” option.
+- Keep linked libraries/textures as external paths on the share.
+
+Quick sanity check: submit a tiny test job and watch the job details—transfer size should be minimal (just the .blend/task files).
+
+---
+
diff --git a/blends/animations/3_background/3_background_dark.blend b/blends/animations/3_background/3_background_dark.blend
index 5b12106..f79b5a8 100644
--- a/blends/animations/3_background/3_background_dark.blend
+++ b/blends/animations/3_background/3_background_dark.blend
@@ -1,3 +1,3 @@
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