# Debugging NRD Currently NRD plugin supports debbugging through the validation layer. # VALIDATION LAYER ![Validation](media/Validation.png) If `NRDCommonSettings::enableValidation = true` *REBLUR* & *RELAX* denoisers render debug information into `OUT_VALIDATION` output. Alpha channel contains layer transparency to allow easy mix with the final image on the application side. Currently the following viewport layout is used on the screen: | 0 | 1 | 2 | 3 | |---|---|---|---| | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| where: - Viewport 0 - world-space normals - Viewport 1 - linear roughness - Viewport 2 - linear viewZ - green = `+` - blue = `-` - red = `out of denoising range` - Viewport 3 - difference between MVs, coming from `IN_MV`, and expected MVs, assuming that the scene is static - blue = `out of screen` - pixels with moving objects have non-0 values - Viewport 4 - world-space grid & camera jitter: - 1 cube = `1 unit` - the square in the bottom-right corner represents a pixel with accumulated samples - the red boundary of the square marks jittering outside of the pixel area *REBLUR* specific: - Viewport 7 - amount of virtual history - Viewport 8 - number of accumulated frames for diffuse signal (red = `history reset`) - Viewport 11 - number of accumulated frames for specular signal (red = `history reset`) - Viewport 12 - input normalized `hitT` for diffuse signal (ambient occlusion, AO) - Viewport 15 - input normalized `hitT` for specular signal (specular occlusion, SO)