Logs And DiagnosticsΒΆ
In Preferences > Rendering > Logs & Diagnostics
Verbosity
Error
Error level of verbosity, display only the errors
Warning
Warning level of verbosity, display erros and warnings
Informative
Informative level of verbosity, display erros, warnings and more detail, like rendering time.
Diagnostics
Diagnostics level of verbosity, display the most complete informations but it can be really a lot !
Render Profile
You can activate Render Profile to diagnostic performance of the scene.
In which case do i need to use Render Profile.
Render Profile is useful to help you diagnostic when you got abnormality from iteration to another one.
Profiles
TraceMBVH
Time to cast primary rays, bounces and shadow ( Generally 30 percents of the time)
TroubleShooting: Complexe geometry, most of the time fur or instances in interpenetration.
ShapeLoad
Loading time of the geometries
TroubleShooting: A lot of geometrie or/and big geometries, otherwise acces to the data issues. ( network, hard drive )
Run
Shading time
TroubleShooting: Complex shadersAccelerator
VolumeDirectLighting
Volume lighting time
TroubleShooting: A lot of volumAcceleratorrm. RayMarching step too small.
TextureLoadReadBitmap
Texture loading time
TroubleShooting: A lot of texture and/or textures, otherwise acces to the data issues. ( network, hard drive )
MainLoop
Main loop of the render engine
TroubleShooting: can't be big.
Texture
Lookup texture time.
TroubleShooting: There is a lot of texture, you need to increase the number of texture with approximate lookup. ( Attributes > Shading > Texture approximation )
Occlusion
Occlusion rendering time.
TroubleShooting: A lot of sample in the occlusion parameters. or complexe opacity to compute.
MBVHBuildRun
Link to MBVHBuild
TroubleShooting: contact support
TextureLoad
Texture loading time
TroubleShooting: A lot of texture and/or textures, otherwise acces to the data issues. ( network, hard drive )
Visibility
Wrapper around TraceMBVH (dev usage to separate visibilty tracing to shadow tracing)
TroubleShooting: contact support
ExecShader
Shading execution time
TroubleShooting: Link to the Run
EvalBsdfs
Bsdf evalutation time
TroubleShooting: No Reason, contact support
ShadeSurfaceExtra
Rendering of extra AOV like Shadow, Occlusion and other auxiliary AOVs
TroubleShooting: Complex opacity, a lot have been fixed in the 2.1 version.
ShadeSurface
Rendering time of the Beauty contributive AOVs
TroubleShooting: A lot of AOV, or complex( LPE complex )
Tessellate
Translate time of the geometries
TroubleShooting: There is a lot of polygons !
CatmullClark
Geometries smoothing time
TroubleShooting: There is a lot of polygon to smooth.
MBVHBuild
MBVH Tree computing time
TroubleShooting: No Reason, contact support
ShadeDisplacement
Displacement computing time.
TroubleShooting: There is a lot of polygon to displace
ShadeSurfaceInitVM
No user interest
TroubleShooting: No Reason, contact support
Render Statistics
Accelerator
General information about the accelerator
generated triangles
Number of unique triangle generated
generated curve vertices
Number of unique curves' vertices generated
generated geometry memory
Size in the RAM of the geometry
accelerators still in cache
Size of the accelator still in the memory.
Attributes
allocated materials
Number of primitives allocated in the memory
allocated attributes
Number of unique attributes
IO
loaded texture bytes
Size of the texture data load in the scene
read bytes
Size of the loaded data in Octet
written bytes
Size of the written data in Octet
Raycaster
casted rays
Number of cast rays
Resident
traceset atoms
Number of atom in set
strings
Internal
Rib Instances
instance count
Internal
instance primitive count
Internal
Shader
Internal
parameter sets
Internal
compiled codes
Internal
sources
Internal
definitions
Shader Batches
Per batch size, number of samples, clock and clock per samples.
Shading engine
verts/pack
Number of vertices per batch
Shapes
stored
Number of shape still in memory. Must be 0 except if there scalp used in procedural.
Shapes by size
Size of the shapes still in RAM
Silver
Primary rays
Number of primary rays
Average samples/pixel
Average sample per pixel
Median samples/pixel
Median number of samples per pixel
[0-MaxSamples]
Distribution of samples, per percentile
Shot rays/batch
Rays per batch
Shadow rays/batch
Shadow rays per batch
Texture
still in cache
Number of tile still in RAM
total memory
Total memory used with all the tile mipmap
used memory
Real usage of memory
loaded textures
Number of loaded textures
built textures
Number of built textures
building failures
Number of failed texture build
loaded tiles
Number of loaded tiles
missing tiles
Number of missing tiles
unloaded tiles
Unload tiles
thread cache misses
Internal
texture lookups
Number of texture lookup
texture approx lookups
Number of lookup approximate, most of the time after diffuse or/and glossy bounce.
Large Meshes Subd
Large Meshes Subd is a threshold where big mesh will display a warning over this amount of polygon.
This a warning nothing crippling.
Diagnostic Texture
Diagnostic Texture display texture information about texture files and tiles loaded. But also missing textures.
Diagnostic Shape
Diagnostic Shape display shape information like attributes or statistics.
Diagnostic Shader
Diagnostic Shader display information about all the shader in the scene. Aussi compilation
Diagnostic Accelarator
Diagnostic Accelarator display information about the accelator. When compilate accelerator
Diagnostic File
Diagnostic File display information about all the IO.
Diagnostic Procedural
Diagnostic Procedural display information about the procedurals in the document.
Diagnostic RiCalls
Diagnostic RiCalls display information about all the renderman call to guerilla engine. Usefull for Yeti or golaem debbuging