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Author SHA1 Message Date
ac74a036c7 test queue 4x the samps monkaX 2025-11-03 00:26:39 -07:00
a3f279688d queue exr test 2025-11-03 00:08:26 -07:00
4c1d193f1c queue shot1 dark more samps 2025-11-02 23:46:59 -07:00
4 changed files with 320 additions and 20 deletions

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@@ -1,4 +1,4 @@
<!-- Generated by SpecStory -->
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<!-- cursor Session 4aeb7f9e-851f-4b2a-ae52-01c07b68e74f (2025-11-01 15:48Z) -->
@@ -20,28 +20,28 @@ IMB_load_image_from_memory: unknown file-format (R:\Creative\artsy\maya\2025-02
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_**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 data-tool-type="read" data-tool-name="read_file">
<details><summary>Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js</summary>
Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
</details>
</tool-use>
---
Tool use: **codebase_search**
<tool-use data-tool-type="search" data-tool-name="codebase_search">
<details>
<summary>Searched codebase "How are PNG images saved or written during rendering?" • **3** results</summary>
<summary>Tool use: **codebase_search**Searched codebase "How are PNG images saved or written during rendering?" • **3** results</summary>
| File | Lines |
|------|-------|
@@ -50,6 +50,7 @@ Tool use: **codebase_search**
| `misc/checklist.txt` | L52 |
</details>
</tool-use>
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@@ -62,10 +63,9 @@ Checking the render configuration and the corrupt file path for clues.
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Tool use: **codebase_search**
<tool-use data-tool-type="search" data-tool-name="codebase_search">
<details>
<summary>Searched codebase "Where are render output files written or saved?" • **10** results</summary>
<summary>Tool use: **codebase_search**Searched codebase "Where are render output files written or saved?" • **10** results</summary>
| File | Lines |
|------|-------|
@@ -81,13 +81,13 @@ Tool use: **codebase_search**
| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L1976-2034 |
</details>
</tool-use>
---
Tool use: **grep**
<tool-use data-tool-type="grep" data-tool-name="grep">
<details>
<summary>Grep for "3_background" • 0 matches</summary>
<summary>Tool use: **grep**Grep for "3_background" • 0 matches</summary>
Output mode: content
@@ -95,6 +95,7 @@ Output mode: content
_No matches found_
</details>
</tool-use>
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@@ -115,9 +116,11 @@ Checking the render script for timing or synchronization issues:
---
Tool use: **read_file**
<tool-use data-tool-type="read" data-tool-name="read_file">
<details><summary>Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js</summary>
Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
</details>
</tool-use>
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@@ -167,3 +170,297 @@ Should I help modify the Flamenco script to render to a local directory first, o
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_**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?
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_**Agent (model default, mode Agent)**_
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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 data-tool-type="search" data-tool-name="codebase_search">
<details>
<summary>Tool use: **codebase_search** • Searched codebase "How are denoising passes or denoising data configured for rendering?" • **7** results</summary>
| 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 |
</details>
</tool-use>
---
<tool-use data-tool-type="grep" data-tool-name="grep">
<details>
<summary>Tool use: **grep** • Grep for "denois" • 0 matches</summary>
Output mode: content
_No matches found_
</details>
</tool-use>
---
<tool-use data-tool-type="grep" data-tool-name="grep">
<details>
<summary>Tool use: **grep** • Grep for "EXR|exr|OpenEXR" • 0 matches</summary>
Output mode: content
_No matches found_
</details>
</tool-use>
---
---
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 data-tool-type="read" data-tool-name="read_file">
<details><summary>Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js</summary>
</details>
</tool-use>
---
---
Adding code to automatically enable denoising passes when rendering to EXR:
---
<tool-use data-tool-type="read" data-tool-name="read_file">
<details><summary>Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js</summary>
</details>
</tool-use>
---
<tool-use data-tool-type="write" data-tool-name="search_replace">
<details><summary>Tool use: **code_edit** • Edit file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js</summary>
</details>
</tool-use>
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_**User (2025-11-02 23:49Z)**_
Don't edit anything. just tell me what I should set my render settings to.
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_**Agent (model default, mode Agent)**_
---
Heres 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 cant re-denoise PNG renders later. EXR is required for this workflow.
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_**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.
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_**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.
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_**User (2025-11-03 07:09Z)**_
Ach, looks like I can't render splits. this makes splits kind of useless for me... so I can't send this blend with such high samples because it's so long that each machine doesn't get it, but if I split it, I'll just have to denoise it after anyway... is there a better solution for denoising than the compositing solution I devised?
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_**Agent (model default, mode Agent)**_
---
Given SheepIts EXR restriction (no splits), here are practical alternatives:
## Option 1: Render with splits in PNG + enable render-time denoising
- Render to PNG (splits allowed)
- In Cycles: enable Denoising (OpenImageDenoise or OptiX)
- Denoising should run per tile during render
- Result: already denoised when tiles combine
Note: Verify that SheepIt/Blender doesnt disable denoising with splits. Test a single split frame first.
## Option 2: Lower samples + better denoising (recommended)
Modern denoisers work well with fewer samples:
- Reduce samples (e.g., 128256 instead of 1000+)
- Keep denoising enabled during render
- Render to PNG with splits enabled
- Benefits: faster renders, workers complete tasks, denoised output
## Option 3: AI denoisers that dont need passes
If render-time denoising doesnt work with splits, use standalone denoisers:
- Neat Video (plugin for Premiere/AE/Resolve)
- Topaz DeNoise AI
- Adobe Lightroom/Photoshop AI Denoise
Trade-off: No denoising passes needed, but single-pass input only.
## Option 4: Hybrid two-pass workflow
If you need high samples:
1. Pass 1: Render beauty only with splits (PNG), high samples
2. Pass 2: Render denoising passes (Normal/Albedo) full-frame, low samples, EXR
3. Composite: Combine passes in Blender Compositor and denoise
Downside: Two renders, more work.
## Recommendation
Try Option 1 first: PNG + splits + render-time denoising enabled. If that doesnt work or quality isnt enough, use Option 2 (lower samples + denoising). The quality difference with modern denoisers is often minimal, and render time drops significantly.
If you can share sample count and resolution, I can suggest specific settings.
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