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3rd Party BorisFX Noise Reduction Issues

Enthusiast ,
Oct 30, 2025 Oct 30, 2025

Premier Beta 26.0.0 Build 16, the use of BCC+DeNoise ML causes all sorts of issues....

The effect will render for the program monitor and be properly displayed when movign one frame at a time witht he play head

 

If you use a Render and Replace, it gets stuck:

FlyingFourFun_0-1761881194546.png

When you give up, and cancel the job, it generates an encoder error; but it doesn't crash premier or windows

FlyingFourFun_1-1761881252029.png

 

If you try to export it with Media Encoder, it can generate the first frame of video, and after maybe 5 min, the estimated time left to complete and the elapsed time clocks stop counting.  You can cancel the encode, and no crashes result.

 

The clip is a ProRes LOG recorded on an iPhone 16 Pro IOS 26.0.1

Windows 11 25H2 262200.7019

Nvidia 581.57 Studio

RTX 5090

 

Render Seq seems to work;  but for a 5 min test clip, I think its frustrating slow, and is estimating it with take 69 hours to render

 

FlyingFourFun_2-1761881690968.png

 

The Media Info for the file:

FlyingFourFun_3-1761881746665.png

 

The effect is BorisFX Continuum Version 2026.0.0, specifically the BCC DeNoiseML

FlyingFourFun_4-1761881853964.png

 

I have tried the BCC Magic Sharp effect, it seems to not crash, but it is unnaturaly slow....

 

Overall, it seems that the BorisFX effects pack is challanged in this version of the Beta.  These same effects were workign okay in a prev build, I didnt documetn which build, but it was probaly at 3 or 4 builds ago at least the last time I had a chance to play wthin the Beta.

 

Bug Unresolved
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1 Comment
Enthusiast ,
Oct 30, 2025 Oct 30, 2025
LATEST

I tried the same clip and effect in Production Premier just now, and render and replace seems to not work, but exporting with Production media encoder does work; but its pretty slow also;   There might be something to do with this version of Continuum as I just relized there was an update yesterday for it....

 

Either way, wanted to note it for the time being because leaving the performance aside for a moment, it should work the same way (or at least work) in the Beta and production versions...  

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