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Exactly, the perfect use case is to make offline renderings from unity. We used it extensively on a NFT project called Champions Ascension ....
Thanks for the update. I pulled from master and opened our project in 2022.1.0b6, but it seems the com.unity.rendering.denoising is still not...
Nice!!! Now hoping to see it backported and com.unity.rendering.denoising available on 2021.
In our case, we benchmarked a sequence on Vray that took around 60 minutes to render, and we matched the lighting, which consisted of around 5...
Thanks for the heads up. TBH, The Unity Path tracer exceeded our expectations. It's still rough around the edges but allowed us to create CGI...
Also to note, all examples above took the same time to render, just changed the time within the timeline from which samples are taken.
Sure. We basically record mp4 sequences off timelines, but we do it in standalone clients. Few reasons for that, but essentially since we are...
Hi. Wanted to share that after querying the premium support team, we found the culprit why accumulation was slower than the manual override we...
Looks super promising. Es there any ETA to when the denoising package may be available to install? I tried to backport it into HDRP 12 but was...
Hi. Is this PR compatible with HDRP 12? We are currently using the 2021.2 staging branch for HDRP, so I was wondering if this is something we...
One thing we found, which might be related (we have not tested recently, was that path tracing was actually capped when vSync was active to 60...
I tried the first approach but it was somehow slow, so I added a flag to avoid the auto clean calls and are moving the timeline ourselves. Our...
Unfortunately, it's the property of the gaming company we work for, plus it was very custom-made for our use case, but I'm super puzzled as to why...
We tried accumulation/recorder to render timeline sequences with Path Tracing but found it not too performant compared to manually accumulating...
not really, I'm using the AOVs as they are outputted by unity, but images look pretty good IMO using Open Image denoise.
You can integrate either Intel Open Image Denoise or Nvidia AI denoiser. I found Intel easier as there is a DLL you can make a wrapper around....
Incidentally, you can also make a wrapper for the Open Image Denoise DLL and invoke it directly. I saw a couple of implementations of this out...
@etur I see there is a pt_denoiser branch in the github repo. I tried to use it but it seems to require a package called...
Hopefully, you make the denoising call public so that if devs are not using the multi-frame accumulation APIS, like in our case, we can still...
We are very happy with the results of this approach. Easier than waiting for the next HDRP version, and will literally produce the same results...