diff --git a/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md b/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md
index 18d185d..807d792 100644
--- a/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md
+++ b/.specstory/history/2025-11-01_15-48Z-png-rendering-error-troubleshooting.md
@@ -1,4 +1,4 @@
-
+
@@ -20,28 +20,28 @@ IMB_load_image_from_memory: unknown file-format (R:\Creative\artsy\maya\2025-02
---
-_**Assistant (default)**_
+_**Agent (model default, mode Agent)**_
---
-
Reviewing the open file to understand the render configuration and identify why PNGs are being corrupted.
---
-Tool use: **read_file**
+
+Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
-Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
+
+
---
-Tool use: **codebase_search**
-
+
- Searched codebase "How are PNG images saved or written during rendering?" • **3** results
+ Tool use: **codebase_search** • Searched codebase "How are PNG images saved or written during rendering?" • **3** results
| File | Lines |
|------|-------|
@@ -50,6 +50,7 @@ Tool use: **codebase_search**
| `misc/checklist.txt` | L52 |
+
---
@@ -62,10 +63,9 @@ Checking the render configuration and the corrupt file path for clues.
---
-Tool use: **codebase_search**
-
+
- Searched codebase "Where are render output files written or saved?" • **10** results
+ Tool use: **codebase_search** • Searched codebase "Where are render output files written or saved?" • **10** results
| File | Lines |
|------|-------|
@@ -81,13 +81,13 @@ Tool use: **codebase_search**
| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L1976-2034 |
+
---
-Tool use: **grep**
-
+
-Grep for "3_background" • 0 matches
+Tool use: **grep** • Grep for "3_background" • 0 matches
Output mode: content
@@ -95,6 +95,7 @@ Output mode: content
_No matches found_
+
---
@@ -115,9 +116,11 @@ Checking the render script for timing or synchronization issues:
---
-Tool use: **read_file**
+
+Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
-Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
+
+
---
@@ -167,3 +170,245 @@ Should I help modify the Flamenco script to render to a local directory first, o
---
+_**User (2025-11-02 23:49Z)**_
+
+How do I ensure my image can be denoised without rendering in future? Can saving as EXR fix it?
+
+---
+
+_**Agent (model default, mode Agent)**_
+
+
+
+---
+
+
+Checking how denoising and output formats are configured. Reviewing the render script for format/pass options and searching the codebase for denoising-related settings.
+
+
+---
+
+
+
+ Tool use: **codebase_search** • Searched codebase "How are denoising passes or denoising data configured for rendering?" • **7** results
+
+| File | Lines |
+|------|-------|
+| `misc/checklist.txt` | L52 |
+| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L3573-3642 |
+| `.gitignore` | L134 |
+| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L1431-1479 |
+| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L73 |
+| `.gitattributes` | L47 |
+| `assets/Objects/gems/tx/BlackOnyx/Designer/BlackOnyx.sbs` | L1858-1925 |
+
+
+
+
+---
+
+
+
+Tool use: **grep** • Grep for "denois" • 0 matches
+
+Output mode: content
+
+
+_No matches found_
+
+
+
+
+---
+
+
+
+Tool use: **grep** • Grep for "EXR|exr|OpenEXR" • 0 matches
+
+Output mode: content
+
+
+_No matches found_
+
+
+
+
+---
+
+
+
+---
+
+EXR can enable post-render denoising, but you need to enable the denoising passes when rendering.
+
+- EXR stores multiple passes/layers in one file (denoising data, beauty, etc.)
+- EXR stores 32-bit float data (vs 8-bit PNG), preserving detail
+- PNG cannot store denoising passes, so denoising later isn't possible
+
+Updating the render script to automatically enable denoising passes when EXR is selected:
+
+
+---
+
+
+Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
+
+
+
+
+---
+
+
+
+---
+
+Adding code to automatically enable denoising passes when rendering to EXR:
+
+
+---
+
+
+Tool use: **read_file** • Read file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
+
+
+
+
+---
+
+
+
+Tool use: **code_edit** • Edit file: c:\Program Files\Blender Foundation\Flamenco 3.7\scripts\TalkingHeads cycles_optix_gpu_NOBAT.js
+
+
+
+
+
+---
+
+_**User (2025-11-02 23:49Z)**_
+
+Don't edit anything. just tell me what I should set my render settings to.
+
+---
+
+_**Agent (model default, mode Agent)**_
+
+
+
+---
+
+
+Here’s what to set in Blender so you can denoise later:
+
+## Render settings
+
+### 1. Output format
+- Output Properties tab → Output section
+- Set File Format to OpenEXR or OpenEXR Multilayer
+- OpenEXR Multilayer is better if you need multiple passes later
+
+### 2. Enable denoising passes
+- Output Properties tab → View Layer Properties → Passes section
+- Enable:
+ - Denoising Normal
+ - Denoising Albedo
+ - Denoising Shadow (optional, helps quality)
+
+### 3. Cycles denoising (during render)
+- Render Properties tab → Denoising section
+- Denoiser: OpenImageDenoise (or OptiX if on NVIDIA)
+- Enable Denoising
+- If using Passes → Data:
+ - Enable Normal
+ - Enable Albedo (optional if not using denoising passes)
+
+### 4. Render passes to save
+- View Layer Properties → Passes → Data:
+ - Enable Normal
+ - Enable Albedo (if you want them as separate passes)
+- With OpenEXR Multilayer, passes are stored as layers in the file
+
+## Why this works
+
+- EXR stores all passes in one file
+- 32-bit float preserves detail
+- Denoising Normal/Albedo passes let you re-denoise later
+- You can denoise post-render in Compositor or with external tools
+
+## After rendering
+
+You can re-denoise later:
+- In Blender Compositor: load the EXR, use Denoise node with the passes
+- Or keep render denoising off during render and denoise entirely in post
+
+Note: PNG cannot store denoising passes, so you can’t re-denoise PNG renders later. EXR is required for this workflow.
+
+---
+
+_**User (2025-11-02 23:49Z)**_
+
+So, when I send to sheepit, denoising will be disabled if I use the tiling option (which splits the frame into 2x2, 3x3, 4x4, or 6x6 so multiple workers can render one frame simultaneously, then they are combined) but I need to denoise it because the results are so noisy.
+
+---
+
+_**Agent (model default, mode Agent)**_
+
+
+
+---
+
+
+For SheepIt with tiling, you can't denoise during rendering (denoising needs the full frame), but you can denoise the combined EXR frames afterward if you save the required passes.
+
+## Render settings for SheepIt + tiling
+
+### 1. Output format
+- File Format: OpenEXR Multilayer (or OpenEXR)
+- Required so denoising passes are saved per tile and combined
+
+### 2. View Layer passes (critical)
+- View Layer Properties → Passes → Data:
+ - Enable Denoising Normal
+ - Enable Denoising Albedo
+ - Enable Denoising Shadow (recommended)
+- View Layer Properties → Passes → Combined:
+ - Enable Denoising Data (if available; some versions)
+
+### 3. Cycles render settings
+- Render Properties → Denoising:
+ - Denoiser: OpenImageDenoise (or OptiX if available)
+ - Keep Denoising enabled in settings
+- Note: With tiling, denoising won't run during render, but passes will still be saved.
+
+### 4. After SheepIt combines tiles
+You'll have EXR files with:
+- Combined beauty pass (noisy)
+- Denoising Normal pass
+- Denoising Albedo pass
+- Denoising Shadow pass (if enabled)
+
+## Denoise the combined frames
+
+### Option A: Blender Compositor
+1. Open a combined EXR in Image Editor or Compositor
+2. Use Denoise node:
+ - Connect Combined (beauty)
+ - Connect Denoising Normal
+ - Connect Denoising Albedo
+ - Optionally connect Denoising Shadow
+3. Export the denoised result
+
+### Option B: External tools
+- OIDN (OpenImageDenoise CLI)
+- GIMP (with EXR support)
+- Natron or other compositing software
+
+## Summary
+- Render EXR with Denoising Normal, Denoising Albedo (and Shadow if available)
+- Tiles will combine these passes into full-frame EXRs
+- Denoise the combined EXRs in post using those passes
+
+This way you get fast tiled rendering on SheepIt and clean denoised results afterward.
+
+---
+
diff --git a/blends/animations/4_StartupScreen/Shot1_dark.blend b/blends/animations/4_StartupScreen/Shot1_dark.blend
index 6f91e3f..ce34121 100644
--- a/blends/animations/4_StartupScreen/Shot1_dark.blend
+++ b/blends/animations/4_StartupScreen/Shot1_dark.blend
@@ -1,3 +1,3 @@
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+size 1574748