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Question Denoiser for HDRP pathtracing

Discussion in 'High Definition Render Pipeline' started by molestium, Jan 20, 2021.

  1. PutridEx

    PutridEx

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    Scene view doesn't update by default, tick "update" in one of those menus:

    4T4vdIRBrf.png

    the one with a +, tick the arrow next to it. And enable update or refresh mode, something like that.

    With game-view, you need to hit play for it to refresh.
     
    chap-unity likes this.
  2. rmuk

    rmuk

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    Ah, thank you! I had assumed it was something basic. I remembered seeing something similar with animated shaders a few years ago.
     
  3. rmuk

    rmuk

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    Question for those in this thread using the new denoiser/path tracing to do offline rendering. I assume most of us are using timeline to handle camera movements (along with Recorder to get the images or video out). I'm running into an issue where timeline continues to update the camera position in between "frames" as convergence is happening. Since the camera is moving, it creates a sort of motion blur since the camera is at a slightly different position as it converges. Is there a way to set a timeline to just snap the camera to it's new location at the start of each frame instead of interpolating?
     
  4. chap-unity

    chap-unity

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    This is more a timeline question rather than pathtracing thing but you should be able to do what you want by using curve in timeline between your keyframes.


    upload_2022-8-12_10-27-45.png

    By default, it's going to use an "S-Curve" interpolation but you can fiddle with the bezier curve handle to make it a squared shape and make it snap between location as you want.
     
    hippocoder likes this.
  5. rmuk

    rmuk

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    Yeah sorry, i realize this wasn't totally on topic, but i figured that no one else using unity would need/want this besides people using the path tracer (or other accumulation based offline rendering). I had thought about the square shape, but wouldn't I have to have a key in between every single frame then? I need it to snap to the new location at the start of each frame.
     
  6. chap-unity

    chap-unity

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    No, you can make a curve like this (the blue one) if you push the handle far enough. :)

    upload_2022-8-12_18-45-35.png
     
  7. rmuk

    rmuk

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    Right, but i would need to do that for every single frame of the animation. A smooth sweeping camera move which occurs over a 10 second span, for example, would require me to set a key and the square-curve each for each and every frame since otherwise it tries to move the camera while the convergence is happening.
     
  8. chap-unity

    chap-unity

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    You can select all the concerned key in your curves and set the tangeants to constant all at once.
    That way, they won't interpolate and just snap between positions.
     
  9. rmuk

    rmuk

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    Right, i understand that, but the use-case here is a camera move. Let's say over 10 seconds (at 60FPS) it needs to go from (0,0,0) to (10,0,0). The camera will be at a different position each frame. If i did what is in your screenshot, it would snap from (0,0,0) to (10,0,0). Using that method I would need to create a keyframe at every in between frame and set the tangents which would be 600 different keyframes for just a 10 second period.
     
  10. stefanob

    stefanob

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    I would like to get access to the denoise progress of the path tracing volume. I know when the path tracing is done but not the denoiser. I want to take a screenshot when it is complete. Is that possible somehow?
     
  11. eaglemo

    eaglemo

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    Hi,how to test the denoise time in HDRP?Someone knows this problem.
     
  12. chap-unity

    chap-unity

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    Hey, sadly, currently there's no API to get the progress and the timing of pathtracer accumulation and denoising process.

    It's not the first time it has been requested, so It's tracked in our backlog but we cannot say when this will be taken care of.
     
  13. OlavAketun

    OlavAketun

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    IIRC, the ground work has already been done. Been poking around in the HDRP and denoiser package and I've found all sorts of stuff.
    The accumulation progress bar compute shader gets it's info from somewhere, I don't remember where but it's there. And somewhere in the denoiser package someone already had set up a few bools for the denoisers state, example "failed", "succesful" etc.
     
  14. OlavAketun

    OlavAketun

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    Scratch that, it's an enum not a bool.
    DenoiserBase-state.PNG
     
  15. eaglemo

    eaglemo

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    Did you figure out the whole process of it? How to get the Texture?
     
  16. eaglemo

    eaglemo

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    upload_2023-3-1_11-2-20.png
    What is this code doing? Execute RenderDenoisePass logic?
     
  17. cecarlsen

    cecarlsen

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    Any ETA on this? Path tracing is only useful using Recorder right now, which is Editor only. It would be wonderful to do path tracing in builds as well.
     
    Last edited: May 2, 2023
    newguy123 likes this.
  18. cecarlsen

    cecarlsen

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  19. chap-unity

    chap-unity

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    No ETA but it's still tracked on our side, just not a big priority as you might expect. I'll poke again the right people and keep you posted when that moves. It's not that complicated, it's just a matter of priority, thanks for your patience.
     
  20. cecarlsen

    cecarlsen

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    I do understand there is plenty on the todo, and that it doesn't get easier with the layoffs, but still I don't understand this specific prioritization – that is, if rendering path-traced video in Unity is supposed to be a thing at all. My machine (RTX3070) crashes after rendering about six seconds with denoising enabled. And it seems Keijiro experienced the same six months ago. I imagine a lot of resources have already been poured into implementing the feature, so if there is a fix that is "not that complicated" that takes path-tracing from useless to useful, then I'd put that top of the list.

    Thanks @chap-unity, it's much appreciated. I know everyone is doing their best. It's just very frustrating.
     
    Last edited: May 9, 2023
    newguy123 likes this.