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Viewport Optix glitches
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Description

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09

Blender Version
Broken: version: 2.91.2, branch: master, commit date: 2021-01-19 16:15, hash: rB5be9ef417703
Worked: (newest version of Blender that worked as expected)

Short description of error
There is a big difference in rendered preview with the optix denoiser between version 2.83.10 and 2.91.2. As you can see at the picture below, 2.83.10 do ton render glitches in the darker background. But the same scene with same optix denoiser in viewport does.
2.91.2

vs
2.83.10

Exact steps for others to reproduce the error
The only special thing in the scene is the area light with the power of (- 1 MW) .. yes minus one megawatt for generating darker places. Other is basically standard, some emissions and area lights.

there is the file I am working with. Tried even with the geforce rtx 3080 - same problem.

Event Timeline

That looks like quite a significant difference. Could you please provide a minimal example file that demonstrates this issue? This allows all triagers and developers to investigate the issue on a common basis.

Robert Guetzkow (rjg) changed the task status from Needs Triage to Needs Information from User.Jan 28 2021, 12:09 PM

With the final render - after you click on the render button the glitches is created by normal input (denoising - input passes - Color + Albedo + Normal). If you set ( Colo r) or ( Color + Albedo ) glitches are away - so the normal input is the problem I guess.

@ML (spawn_x) I'm slightly confused by your description. Does the issue happen for you in the viewport or in the final render (or both)? OptiX denoising is only enabled for the viewport in your project file, but the Denoise compositing node you are referring to in your last comment only affects the final render.

Well, the issue is the viewport, there is the problem primarily. But secondary the same problem has the final render when you using in denoiser(Optix) Input Passes Color+ Albedo + Normal.

I am able to reproduce the issue in both the viewport and the final render. For denoising the final render I have:

  • Enabled Render Properties > Sampling > Denoising > Render
  • Set the denoiser to OptiX
  • Enable View Layer Properties > Denoising and set the Input Parameters to Color + Albedo + Normal

Using Color + Albedo only appears to produce a better result. The resulting effect is consistent for 2.90 and later, so this doesn't appear to be a regression. The artifacts still appears when removing the area light with negative power and reducing the power of the other area lights.

Perhaps this is a case that isn't handled well by OptiX and much better by OIDN or there is genuinely an issue. @Patrick Mours (pmoursnv) @Stefan Werner (swerner) your input would be welcome.

There appears to be a bit of a confusion about the different denoising options though. The entire compositor setup appears to be unrelated, but also incorrectly setup. If you use the Image socket from the Render Layers node as input to the Denoise node and have OptiX denoiser enable for the render, you are denoising it twice, once with OptiX and once with OIDN. If you want to use the Denoise node for Open Image Denoise, enable to Denoise Data pass in View Layer Properties > Passes > Data then connect the Noisy Image, Denoising Normal and Denoising Depth from the Render Layers node to the Image, Normal and Albedo sockets of the Denoise node.

Robert Guetzkow (rjg) changed the task status from Needs Information from User to Needs Information from Developers.Jan 29 2021, 12:39 PM

Yes compositor is not cleaned, my bad, sorry about that, I tested different setups to avoid the problem and one of them was to turn off denoiser at all and use denoising in the compositor. I left it untouched. Sorry again