TL;DR:

Before:

An image showcasing the old de-noiser

After:

An image showcasing the new de-noiser

These images are 2 weeks old and there have been some changes to it, as well as a slider to adjust de-noising. Notice how much more pronounced the ambient occlusion is, and how much better the overall shading is. It’s also faster than the older implementation.

On the scene I used for testing this out, the overall rendering time went down from 3 minutes to just over 1 minute in an RTX 3090 Ti with an 8K lightmap.

Bonus: This PR shaves off a massive chunk of the codebase (about 10% apparently.) Expect faster build times and a smaller engine size in 4.2!

An image showing a diff of +304 and -114,449

  • Julian
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    1 year ago

    Nice to see! I’m using godots lightmap baking for my game and been running into some issues crashes when trying to denoise large light maps, hopefully this fixes that.