![]() ![]() The denoiser would then ignore invalid pixels and work on "real" information only. The first one would be to provide some information on which pixels contain valid information and which ones are just part of the "void" between lit surfaces. ![]() Keeping in mind my knowledge on neural networks is limited, I wanted to propose a couple of possible solutions. Since we already do a dilation step on the lit regions, I tried applying the denoiser on the dilated version of the lightmap, but that creates another problem: when two regions meet each other, there's bleeding between them. When denoising a lightmap, these "void" regions have an effect on the valid lit surfaces and result in darkened edges. Lightmap textures need some padding between the lightmapped regions in order to avoid bleeding when sampling the texture. However, there's an issue I haven't been able to work around. We started using OpenImageDenoise for lightmap denoising in the Godot game engine, and we are having great results so far.
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