av-denoise
Faster and higher quality denoising for all.
This project was originally heavily inspired by KNLmeansCL alongside FFmpeg's NLMeans implementation but is built to be a more standalone tool built and provide a more advanced denoising experience and eventually growing beyond NLMeans.
av-denoise features NLMeans, NLMeans-HQ and NL4D algorithms offering significant advantages over existing denoising tools.
Table of contents
- Features
- Guide
- NL4D tuning guide
- NLMeans tuning guide
- Benchmarks
- Hardware support
- Installing
- Example commands
- Binary usage
Features
- Simple tuning presets - the
--presetladder (veryfast→veryslow) automatically adjusts denoiser settings without requiring you to modify many sets of parameters for every input. - NL4D Algorithm - Offers best in class noise removal and detail retention while being faster than more standard V-BM3D algorithms and without the artefacts.
- NLMeans-HQ Algorithm - A smarter NLMeans denoiser able to process motion and detail extraction far better than traditional NLMeans.
- Automatic noise handling - Both NL4D and NLMeans-HQ offer automatic noise estimation removing the need to
manually specify a tuned
sigmaparameter for every source, offering a simple to usesigma-scaleflag for increasing or decreasing the relative denoise strength. - Temporal denoising with motion awareness - up to 17-frame windows, per-neighbour block-match confidence, and opt-in on-GPU motion compensation.
- Luma, chroma, and YUV444 kernels - spatial or temporal, each plane individually tunable.
- Prefilters - on-GPU bilateral and NLMeans-pilot reference clips, or supply your own guide via
the library.
- *NLMeans family of denoisers only, not applicable to NL4D.
- Library and binary - y4m over a pipe, or direct file ingestion via FFMS2 with scene-parallel workers.
- 8, 10, and 12-bit - depth is detected from the source and preserved on output. Tuning parameters are normalized across bit-depth.
- Fast! - around 2x FFmpeg's
nlmeans_openclat matched settings and ~1.3x faster than V-BM3DHIP.- Piped input can't parallelize across scenes, so file input makes the best use of big GPUs.
Installing
av-denoise is available both in library and binary format, by default only the vulkan feature
is enabled, since that is typically the default accelerators you will want to use.
When compiling the binary, enable the binary feature. It pulls in both ingestion paths (FFMS2 for
file input, y4m for piped input), so there's nothing else to pick between.
The following (non-accelerator) features are available:
binary- Enables the dependencies and code required to compileav-denoiseas a binary.- This pulls in
ffms2as hard dependencies. This means you must installffms2before you can compile and link the binary.
- This pulls in
Cargo install
This builds the binary with the default accelerators enabled (vulkan)
[!IMPORTANT] If you are building on macOS, you will want to add
--no-default-featuresand add--features metalto enable acceleration for Apple Silicon.
From source
This builds the binary with the default accelerators enabled (vulkan)
As a library
Guide
The defaults are exhaustively measured and calibrated to offer highly effective denoising with little to no detail loss. You should always start with the defaults and judge the result by eye before changing any options, and when you do, change one knob at a time.
|
This runs NL4D at the base preset: a 5-frame temporal window (radius of 2), motion tracking
on, and fully automatic noise handling. The noise level and the grain's spatial correlation are
measured per scene, so most sources need nothing else.
Your main dial is --preset. Go up the ladder (slow, veryslow) for noisier sources or when
quality matters more than time. Go down (fast, veryfast) when speed is more important. Each
algorithm fills in its own knobs from it.
Choosing an algorithm
Use NL4D unless you need the speed. It gives the best noise removal and the best detail retention of anything here, on any kind of source. The only thing it asks for is time.
Both algorithms clean a frame using patches from itself and its neighbours. They differ in what they do with the matches once they have them.
NL4D stacks the matching patches, transforms the whole stack together, and zeroes only the coefficients that look like noise. Detail shared across the stack survives that, which is why it keeps texture the alternative averages away. It always tracks motion and always needs a temporal window, so it has no spatial-only mode.
NLMeans averages the patches that look alike. The averaging is what removes the noise, and it is also what softens fine texture, because detail that is not repeated closely enough somewhere else gets averaged away along with the grain.
Reach for NLMeans when one of these applies:
| Situation | Reach for |
|---|---|
| Throughput matters more than the result | nlmeans --variant fast |
| You want no temporal window at all | nlmeans --temporal-radius 0 |
You need a prefilter, or per-plane --strength |
nlmeans |
See Algorithm defaults for what each costs.
[!IMPORTANT] You may think you want a prefilter or no temporal window, but that is probably incorrect or operating on an assumption that does not apply to av-denoise. It is highly advised to ignore any advice recommending a prefilter for the NL4D or NLMeans-HQ algorithms in av-denoise, it is going to hurt detail retention, not improve it.
Piped input and high bit depth
--input also takes - (or pipe:0) to read a y4m stream from standard input, and pipe:N for
an inherited file descriptor:
| |
Piped input has no scene detection, so the temporal window slides across the whole stream and
--workers does not apply.
ffmpeg will not write 10 or 12-bit y4m without -strict -1, so high-depth pipelines need it on
the producing side:
| |
File input via --input noisy.mkv needs no such flag.
NL4D tuning guide
|
--preset sets how many neighbouring frames are searched, from a 3-frame window at fast to a
17-frame one at veryslow. veryfast keeps the 3-frame window and narrows the spatial search
instead, since NL4D has nothing to group without neighbours.
The NL4D dials
| Symptom | First thing to try | Second |
|---|---|---|
| Grain or noise still visible | --lambda-ht-scale up a little |
one preset higher |
| Fine texture getting scrubbed | --lambda-ht-scale down a little |
--sigma-scale 0.9 |
| Result looks under-cleaned everywhere | --sigma-scale 1.1 |
one preset higher |
| Smearing or ghosting on motion | one preset lower | --refine up |
| Too slow | --spatial-radius down |
one preset lower |
--lambda-ht-scale is the main dial. The threshold it scales is how many standard deviations
of estimated noise a transform coefficient has to clear to survive, so raising the scale removes
more noise and takes more fine detail with it. Move in steps of about 0.05 and judge by eye.
You should try this parameter before touching the absolute values, since luma and chroma start
from different defaults and the scale keeps that separation.
--lambda-ht sets those thresholds outright. The defaults, 5.3 for luma and 4.2 for chroma,
were hand tuned and deliberately biased toward keeping detail. A single value
here flattens both planes onto the same number, so prefer the scale unless you have a figure you
want. --luma-lambda-ht and --chroma-lambda-ht pin one plane without touching the other, and
--lambda-ht-scale still applies on top of whatever is pinned.
--sigma-scale is the other one, and it does something different. The lambda dials decide how
aggressive to be at a given noise level. --sigma-scale corrects the noise level itself. That
estimate also feeds the motion confidence scoring, so when the whole result reads uniformly
under- or over-cleaned, correcting the level fixes the cause rather than the symptom. When you
are happy with the level and just want a different trade, use --lambda-ht-scale.
--spatial-radius is the speed dial. The centre-frame search covers (2 * radius + 1)^2
positions, so it dominates the work. Dropping it from 9 to 6 roughly halves the candidates, which
is exactly what --preset veryfast does.
What not to touch in NL4D
--sigmapins the noise level to a fixed value and turns the per-scene measurement off entirely.--sigma-scalekeeps the measurement and nudges it, which is almost always what you actually want.--c-minonly decides how much compute a frame costs. It never changes which patches are admitted once they are scored, so it is not a quality dial.--no-confidence-variancestops a poorly matched patch from being trusted less than a well-matched one. It exists to isolate that mechanism in testing and calibration, not to improve output.--mismatch-scalesets how much less a poorly matched patch is trusted, rather than whether it is. The variance it controls grows with the square of the value, so2distrusts a bad match four times as much. The effect saturates somewhere between3and13depending on how noisy the source is, and0is the same thing as--no-confidence-variance.--thsad-scale,--mc-blksize,--mc-overlap,--mc-search,--mc-pyramid-levelstune the motion machinery's internals, changing any of these will likely invalidate all other defaults.
NLMeans tuning guide
|
--preset picks the variant as well as the window: veryfast runs the fast variant with no
temporal window at all, and everything above it runs NLMeans-HQ with a window from 3 frames at fast
to 17 at veryslow.
| Symptom | First thing to try | Second |
|---|---|---|
| Grain or noise still visible | one preset higher | --hq-sigma-scale 1.1 |
| Fine texture getting scrubbed | --hq-sigma-scale 0.9 |
lower --strength slightly |
| Smearing or ghosting on motion | --motion-compensation |
one preset lower |
| Colour speckle survives | --chroma-strength up |
- |
| Too slow | check the GPU is actually selected | one preset lower |
Still too noisy
Work through these in order.
- Go up a preset. Noise and grain are independent frame to frame, so a deeper temporal window removes them more effectively than any strength increase. This is the strongest lever in the tool.
- Enable
--motion-compensationon footage with real movement, so the deeper window keeps finding usable matches instead of falling back to the current frame.- For Anime sources, you may not want to enable this option. Anime sources typically cope with high motion much more effectively, and introducing motion compensation can work against you.
- Nudge
--hq-sigma-scaleup (try 1.1, then 1.2). This tells the denoiser the noise is a little stronger than it measured, and everything downstream (strength, patch matching, motion confidence) adapts together. Increase in small steps, judging by eye each time.
Losing detail
The same dial works downward: --hq-sigma-scale 0.9 tells it the source is cleaner than measured.
If texture is still being scrubbed after that, lower --strength a little.
The rule of thumb for choosing between the two:
--hq-sigma-scalesays how noisy the source really is--strengthsays how aggressively to clean at that noise level.
Prefer the sigma scale first. The noise level also steers patch matching and motion confidence, so correcting it fixes the cause rather than the symptom.
Common situations
- Old live action, heavy film grain. Real grain is spatially correlated and hides from naive
estimators. The estimator here measures it from frame-to-frame residuals, so start with plain
--preset slow --motion-compensationbefore reaching for any manual value. If it still reads slightly weak to your eye,--hq-sigma-scale 1.1is the intended fix. - Mostly clean sources.
fastorveryfastis usually enough, and over-denoising a clean source only costs detail. If you only want the light grain layer gone, stay at a low preset and let the automatic strength do its thing. - Colour speckle. Chroma already gets its own measured strength, but stubborn colour noise can
take
--chroma-strengthabove the default without touching luma. - Fast motion looks smeary. Enable
--motion-compensationfirst. If a scene still trails, drop one preset (a shallower window has less material to mis-blend).
What not to touch in NLMeans
These exist for debugging, calibration work, and unusual sources. Reaching for them first usually makes things worse.
--hq-sigmapins the noise level to a fixed value, which disables the per-scene measurement entirely.--hq-sigma-scalekeeps the measurement and nudges it, which is almost always what you actually want.- Raising
--strengthto fight leftover grain. Grain that survives means the noise level read low, and extra strength scrubs detail before it removes grain. Fix the level (--hq-sigma-scale) instead. --hq-no-noise-floor,--hq-no-auto-strength,--hq-no-temporal-confidenceswitch off measured machinery. They are comparison and debugging switches, not quality options.--hq-thsad-scale,--mc-blksize,--mc-overlap,--mc-search,--mc-pyramid-levelstune the motion machinery's internals. The defaults are calibrated together.--prefilter(the NLMeans pilot and bilateral modes) changes what patch matching sees, and under NLMeans-HQ's calibrated automatic handling both modes measured neutral at best on default settings. They exist for experimentation and for library users supplying their own reference clip, not as a default quality upgrade.--search-radiusand--patch-radiusreshape the whole matching problem, and every other default is tuned around them. Cost grows quadratically with the search radius, and the presets already adjust these parameters based on exhaustive tuning.--device cpuselects a software device where the platform offers one, such as lavapipe under Vulkan. It is for testing the pipeline, not for real encodes.
Benchmarks
Numbers below come from scripts/bench_runs.py (just compare-perf), which pipes
each tool to ffmpeg -f null - so the encoder is not measured. Throughput is
total frames divided by wall-clock elapsed.
- Input is a 3,450-frame 1080p FFV1 clip.
av-denoiseusing thevulkanbackend.- Running on a
AMD AI Pro R9700(AMD 9070XT equivalent) GPU. - Elapsed time is measured around the whole process, so the one-off scene detection pass is inside every number.
- Take these numbers with a pinch of salt.
Algorithm defaults
Every row uses --channel-mode luma,chroma and no tuning beyond the preset, so the
rows are directly comparable. NL4D always tracks motion, which is why the
motion-compensated NLMeans-HQ row is here — that is the like-for-like comparison, not
the plain one.
| run | preset | fps | denoising | detail retention | notes |
|---|---|---|---|---|---|
nlmeans --variant fast |
base |
58.91 | medium | low | Traditional NLMeans algorithm |
nl4d --preset fast |
fast |
48.04 | higher | higher | Better detail retention compared to V-BM3D (r=1) |
nlmeans --variant hq |
base |
47.34 | medium | medium | NLMeans with adaptive noise estimation and motion confidence (NLMeans-HQ) |
nlmeans --variant hq --motion-compensation |
base |
42.48 | high | high | NLMeans-HQ + block matching motion compensation |
nl4d |
base |
42.39 | highest | highest | Better detail retention compared to V-BM3D (r=2) and all NLMeans variants |
The two quality columns are judged by eye on real grain, not computed. They rank the rows against each other and mean nothing outside this table.
Grouping patches across the temporal window costs about what motion-compensated
NLMeans-HQ costs at the same window size. One rung down the ladder, nl4d --preset fast halves the window to 3 frames and lands on plain NLMeans-HQ throughput while
still tracking motion.
All five ran back to back in one session. Repeat passes agreed within 2% on every row
except nlmeans --variant fast, the least GPU-bound run of the five, which came in 12%
low on one pass out of four under background load.
Reproduce with (add --device discrete:N to pin a particular GPU):
NL4D vs V-BM3D
NL4D groups patches across the temporal window the way V-BM3D does, so the closest
external reference is a real V-BM3D. This runs V-BM3DHIP
on the GPU through VapourSynth (the vapoursynth-bm3dhip package), at NL4D's own
window size so both search five frames.
| run | fps | vs NL4D |
|---|---|---|
NL4D (base preset) |
38.65 | — |
| V-BM3DHIP (radius 2) | 28.69 | 1.35x slower |
[!NOTE] V-BM3DHIP has no automatic noise estimation, so its sigma is pinned. That changes what the result looks like, not how much work it does.
Apples-to-apples spatial NL-means (strength 1.0)
The two tables below pin --variant fast at veryfast-preset settings, not the base
default, so they isolate one feature at a time rather than measuring a shipping config.
Matched patch and search sizes on both tools, av-denoise uses radii compared to ffmpeg which takes the absolute size.
| patch / search | av-denoise (fps) | ffmpeg nlmeans_opencl (fps) | speedup |
|---|---|---|---|
| p=5, r=11 | 72.57 | 30.25 | ~2.40x |
| p=7, r=15 | 42.41 | 16.33 | ~2.60x |
| p=9, r=15 | 41.84 | 16.26 | ~2.57x |
[!NOTE] av-denoise uses more sensible defaults compared to ffmpeg and enables the high-quality modes by default so the numbers you see here will not map directly to your own experience unless you explicitly configure it to match the settings to ffmpeg. (NOT ADVISED)
av-denoise feature cost (strength 1.0, default patch/search)
All luma+chroma. Spatial baseline is the reference. Lower fps = more work.
| run | fps | notes |
|---|---|---|
| spatial baseline | 97.25 | --temporal-radius 0 |
| spatial + bilateral prefilter | 93.50 | adds one on-GPU pass per frame |
| temporal r=1 | 72.73 | 3-frame window |
| temporal r=2 | 62.07 | 5-frame window |
| temporal r=1 + motion comp | 64.03 | hierarchical block matching enabled |
| temporal r=2 + motion comp | 54.29 | |
| temporal r=1 + prefilter | 69.58 | |
| full r=1 (temporal+MC+prefilter) | 60.97 | |
| full r=2 (temporal+MC+prefilter) | 52.18 |
Reproduce with just compare-perf (config: scripts/bench_runs.toml).
Bit depth cost
Same clip, same settings, differing only in source depth. 10-bit moves twice the bytes through decode, conversion, and the y4m output, so some of the gap is I/O rather than denoising.
| source depth | fps |
|---|---|
| 8-bit | 91.19 |
| 10-bit | 73.57 |
Hardware support
The project supports the following accelerators/gpus:
- AMD GPUs (via the
rocmorvulkanfeatures) - Intel GPUs (via the
vulkanfeature) - Nvidia GPUs (via the
cudaorvulkanfeatures) - Apple Silicon (via the
metalfeature)
There is no software backend. The collaborative filter aggregates its filtered patches through
atomic floating-point adds, and CubeCL's CPU runtime does not implement atomics. A software
device is still reachable with --device cpu where the platform provides one, such as lavapipe
under Vulkan.
Notes about the JIT
It is important to note that av-denoise internally uses a JIT (Just In Time) compiler for its kernels. This means
that the kernels are compiled and optimised for your specific hardware at runtime. As such, the first a couple of
calls will have significant overhead as the system compiles, optimises and caches the kernels.
Additionally, because the kernels are compiled at runtime, whatever environment you run the tool in, must also provide access to the hardware specific headers and compilers.
This primarily has the following impacts:
- The
rocmbackend requires the AMD HIP compiler and headers, typically vendored via the ROCm dev SDK. - The
cudabackend requires the NVIDIA CUDA headers and nvcc, typically vendored via the CUDA devel toolkit. - The
vulkanandmetalbackends should "just work" on non-containerised hosts. If you are building for docker, then the vulkan backend requiresvulkan-icd-loaderand then the relevant GPU specific driver, i.e.vulkan-radeonorvulkan-intel.
Since both the CUDA and ROCm backends are very heavy in terms of dependencies, I recommend just using the vulkan
backend for those devices. It should be more or less the same performance, without all the library headache.
Compiled kernel cache
Compiling the kernels takes about ten seconds when you first start the denoising pipeline. These compiled kernels get cached on disk, which makes that a cost paid once per machine rather than once per run.
By default, the cache lives in $XDG_CACHE_HOME/av-denoise, or ~/.cache/av-denoise when XDG_CACHE_HOME is
unset (~/Library/Caches/av-denoise on macOS).
AV_DENOISE_COMPILATION_CACHE=/some/dirputs the compiled-kernel and autotune caches somewhere else, which is what CI runs and containers use to keep the cache on a mounted volume. It overrides whatever is incubecl.toml.AV_DENOISE_COMPILATION_CACHE=offdisables caching entirely. Use this when benchmarking, because a warm cache hides the compilation cost a first run pays.
If the cache directory cannot be created, av-denoise logs a warning and carries on without a cache.
Library users can call av_denoise::install_compilation_cache() before Denoiser::create to get the same
behaviour in their own binary. It has to run before the first Denoiser exists, because building a CubeCL client
locks the global config.
Example commands
Two dials do almost everything: --preset for how hard to work, and a sigma scale to nudge the
measured noise level when your eye disagrees with it. Each example below changes one thing from
the defaults.
Clean up a noisy file. NL4D measures the noise per scene and picks its own threshold.
|
Keep more detail, or take out more grain. --lambda-ht-scale is NL4D's main dial. Lower keeps
more detail, higher removes more noise. It moves luma and chroma together, which matters because
they start from different defaults. Either plane can still be pinned outright with
--luma-lambda-ht / --chroma-lambda-ht.
|
A noisier source. Go up the preset ladder. A deeper temporal window is the strongest lever in the tool, for either algorithm.
|
Trade quality for throughput. NLMeans is the faster family. Its fast variant does no noise
measurement at all.
|
Still grainy under NLMeans. Tell it the noise is a little stronger than it measured. Move in steps of 0.1 and judge by eye.
|
Fine texture getting scrubbed. The same dial works downward.
|
Live action with real movement. Motion compensation keeps the deeper window finding usable matches instead of smearing. Anime is often better off without it.
|
Brightness only, for speed. Both planes are cleaned by default. Narrow to luma when the colour is already clean and you want the time back.
|
Pick a specific GPU. Both flags are global, so they work either side of the subcommand.
|
These pin --preset veryfast to select the fast variant, which makes --strength an absolute
value rather than the noise multiplier NLMeans-HQ applies. That trades away the per-scene
measurement, so treat them as calibration and debugging recipes rather than a starting point. If
your goal is a better-looking result, the dials above are the ones to reach for first — see
What not to touch in NLMeans.
Y/UV Denoise - ROCm/Vulkan - On GPU 1 - Light Denoise - Spatial - strength=luma:1.2,choma:1.2
|
Y/UV Denoise - Vulkan - On iGPU 0 - Split Denoise - Temporal (radius=1) - strength=luma:2.0,choma:1.5
|
Y-Only Denoise - Metal - On GPU 0 - Heavy Denoise - Spatial - strength=luma:3.0
|
YUV Fused Denoise - Vulkan - On Default GPU - Medium Denoise - Spatial - strength=yuv:2.0
|
Y/UV Denoise - Vulkan - On GPU 0 - Temporal (radius=2) + Motion Compensation - Anime / Heavy Motion
|
Binary usage
Two algorithms share one set of global flags. NL4D is the one to reach for first, and gives up a spatial-only mode to do it. NLMeans is there for when throughput matters more than the result, or when you need something NL4D does not carry.
The tables below cover the flags worth reaching for. Each subcommand's
--help carries every flag with the full explanation.
Global options
These are global, so they work on either side of the subcommand.
| Flag | What it does | Default |
|---|---|---|
--preset <veryfast..veryslow> |
Speed vs quality. Each algorithm fills in its own knobs from it, see the ladders below. | base |
--channel-mode <luma,chroma,yuv> |
Which planes to clean. yuv is one fused pass and needs a YUV444 source. |
luma,chroma |
-A, --accelerators <list> |
Backends to try, in order. Comma-separated, for example cuda,vulkan. |
vulkan |
-d, --device <spec> |
default, discrete[:N], integrated[:N], virtual[:N], or cpu. |
default |
--progress |
Draws a progress bar for file input. Off by default, because anything else writing to the terminal scrambles it. | off |
Both subcommands also take:
| Flag | What it does | Default |
|---|---|---|
-i, --input <path|-> |
A path is opened with ffms2 and split by scene. - or pipe:0 reads y4m from stdin. |
required |
-W, --workers <N> |
How many scenes to clean in parallel. Trades GPU memory for throughput. Ignored for piped input. | 2 |
nl4d options
Groups matching 8x8 patches from across the whole temporal window into one stack and shrinks the stack's transform coefficients together, rather than filtering with non-local means first. Patches are searched both inside the centre frame and around where each neighbour frame's motion predicts they moved to.
Motion tracking is always on, and every preset keeps a temporal window, which this algorithm needs. There is no NLMeans weighting pass, so none of the NLMeans knobs below exist here.
What --preset fills in:
| Preset | Temporal radius | Spatial radius |
|---|---|---|
veryfast |
1 | 6 |
fast |
1 | 9 |
base |
2 | 9 |
slow |
4 | 9 |
veryslow |
8 | 9 |
| Flag | What it does | Default |
|---|---|---|
--temporal-radius <N> |
How many neighbouring frames to search on each side, between 1 and 8. More frames means more patches to group. | from --preset |
--lambda-ht <f> |
How aggressively small transform coefficients are zeroed out. Higher removes more noise and more fine detail with it. --luma-lambda-ht and --chroma-lambda-ht override one plane. |
5.3 luma, 4.2 chroma |
--lambda-ht-scale <f> |
Multiplies the --lambda-ht in effect for each plane. The main quality dial, since luma and chroma start from different defaults and this moves both together. |
1.0 |
--spatial-radius <N> |
Half-width of the candidate search inside the centre frame, between 1 and 16. Most of the search work goes here, since the window covers (2N+1)^2 positions. |
from --preset |
--sigma-scale <f> |
Nudges the measured noise level, the same dial NLMeans spells --hq-sigma-scale. |
1.0 |
| Flag | What it does | Default |
|---|---|---|
--refine <N> |
Half-width of the window searched around each neighbour frame's motion-predicted position, between 1 and 4. Raise it when motion tracking lands close but not exact. | 2 |
--sigma <f> |
Pins the noise level in 8-bit units, turning the per-scene measurement off entirely. | measured |
--thsad-scale <f> |
How badly a neighbour frame may match before its patches stop being trusted. | 1.0 |
--c-min <f> |
Confidence floor below which a whole neighbour block is skipped rather than scored. Only changes how much compute a frame costs, never which patches are admitted once scored. | 0.05 |
--no-confidence-variance |
Gives every patch the same noise estimate, instead of trusting a poorly matched one less. | off |
--mismatch-scale <f> |
How much less a poorly matched patch is trusted. The variance grows with the square of it, and the effect saturates between roughly 3 and 13 depending on source noise. 0 matches --no-confidence-variance. Per-plane as --luma-/--chroma-mismatch-scale. |
1.0 |
--mc-blksize, --mc-overlap, --mc-search, --mc-pyramid-levels |
Motion-search geometry. NL4D always tracks motion, so these are always live. | 16, 8, 4, 2 |
nlmeans options
Compares small patches of pixels and averages the ones that look alike, either inside a single frame or across a temporal window.
What --preset fills in:
| Preset | Variant | Temporal radius | Search radius |
|---|---|---|---|
veryfast |
fast |
0 | 2 |
fast |
hq |
1 | 2 |
base |
hq |
2 | 2 |
slow |
hq |
4 | 4 |
veryslow |
hq |
8 | 4 |
| Flag | What it does | Default |
|---|---|---|
--variant <fast|hq> |
fast uses fixed weighting and is the cheapest option. hq measures the noise level per scene and matches its weighting to it. |
from --preset |
--temporal-radius <N> |
How many neighbouring frames to use on each side. 0 cleans each frame on its own. This is the strongest lever in the tool. |
from --preset |
--hq-sigma-scale <f> |
Nudges the measured noise level. Raise it when the result still looks noisy, lower it when texture is going. Move in steps of 0.1. | 1.0 |
--strength <f> |
How hard to filter. Under hq this multiplies the measured noise level, and its default is calibrated per plane and per radius. --luma-strength and --chroma-strength override one plane. |
calibrated |
--motion-compensation |
Tracks where blocks moved, so a deep window lines frames up instead of smearing them. Usually worth it on live action, often not on anime. | off |
--prefilter <mode> |
Compares patches against a cleaned reference instead of the noisy input. nlm[:<scale>] or bilateral:<sigma_s>,<sigma_r>. Costs one extra GPU pass per frame. |
none |
| Flag | What it does | Default |
|---|---|---|
--search-radius <N> |
How far to look for matching patches inside a frame. Costs quadratically. | from --preset |
--patch-radius <N> |
Half-width of a compared patch, which covers (2N+1)^2 pixels. |
4 |
--self-weight <f> |
How much weight the centre pixel gets in the average. 0 is pure NLMeans. |
1.0 |
--hq-sigma <f> |
Pins the noise level in 8-bit units, turning the per-scene measurement off entirely. --hq-sigma-scale keeps the measurement and nudges it, which is almost always what you want. |
measured |
--hq-thsad-scale <f> |
How badly a neighbour may match before its contribution starts dropping. | 1.0 |
--hq-no-auto-strength |
Reads --strength as an absolute value instead of a multiplier on the measured noise. |
off |
--hq-no-noise-floor |
Keeps the expected noise floor inside patch distances instead of subtracting it. | off |
--hq-no-temporal-confidence |
Weights every neighbour equally, however badly it matches. | off |
--mc-blksize, --mc-overlap, --mc-search, --mc-pyramid-levels |
Motion-search geometry. Only used with --motion-compensation. |
16, 8, 4, 2 |