Denoiser AOVs

Denoiser AOVs

The following AOVs are needed for the Denoiser.

Beauty

Channel Type

Channel Name

Channel Source / LPE

Filter

Statistics

Channel Type

Channel Name

Channel Source / LPE

Filter

Statistics

color

Ci

Ci

 

 

float

a

a

 

 

color

mse

Ci

 

mse

Shading

Channel Type

Channel Name

Channel Source / LPE

Filter

Statistics

Channel Type

Channel Name

Channel Source / LPE

Filter

Statistics

float

sampleCount

sampleCount

sum

 

color

albedo

lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C<.S'passthru'>*((U2L)|O)

 

 

color

albedo_mse

lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C<.S'passthru'>*((U2L)|O)

 

mse

color

diffuse

lpe:C(D[DS]*[LO])|[LO]

 

 

color

diffuse_mse

lpe:C(D[DS]*[LO])|[LO]

 

mse

color

specular

lpe:CS[DS]*[LO]

 

 

color

specular_mse

lpe:CS[DS]*[LO]

 

mse

Geometry

Channel Type

Channel Name

Channel Source / LPE

Filter

Statistics

Channel Type

Channel Name

Channel Source / LPE

Filter

Statistics

normal

normal

lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;CU6L

 

 

normal

normal_mse

lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;CU6L

 

mse


Setting up a scene in RIB for denoising is more involved if you are doing it manually, but most of the work is in adding the correct DisplayChannel lines to the prologue.
Here is the basic snippet that you will need:

ML Denoiser AOVs
# Beauty... DisplayChannel "color Ci" "string source" ["Ci"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] DisplayChannel "float a" "string source" ["a"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] DisplayChannel "color mse" "string source" ["Ci"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"] # Shading... DisplayChannel "float sampleCount" "string source" ["sampleCount"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] DisplayChannel "color albedo" "string source" ["color lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C<.S'passthru'>*((U2L)|O)"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] DisplayChannel "color albedo_mse" "string source" ["color lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;C<.S'passthru'>*((U2L)|O)"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"] DisplayChannel "color diffuse" "string source" ["color lpe:C(D[DS]*[LO])|[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] DisplayChannel "color diffuse_mse" "string source" ["color lpe:C(D[DS]*[LO])|[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"] DisplayChannel "color specular" "string source" ["color lpe:CS[DS]*[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] DisplayChannel "color specular_mse" "string source" ["color lpe:CS[DS]*[LO]"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"] #Geometry... DisplayChannel "normal normal" "string source" ["normal lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;CU6L"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] DisplayChannel "normal normal_mse" "string source" ["normal lpe:nothruput;noinfinitecheck;noclamp;unoccluded;overwrite;CU6L"] "float[2] exposure" [1 1] "float[3] remap" [0 0 0] "float shadowthreshold" [0.00999999978] "string statistics" ["mse"]

 

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