Logs And DiagnosticsΒΆ

Activate Logs & Diagnostics

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 !
Diagnostics is the only mode able to display the Diagnostics of Texture, Shape, Accelerator,... Before running a diagnostic it is recommanded to empty the cache to ensure a complete diagnostic

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.
Render Profile in version below 2.2 increase rendering time over 10 percents

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
Alembic get its proper library

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.
You can force the approximation in Attributes>Shading>Texture Approximation

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 texture display informations about the tex files and not the original authored files

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. You can get a verbose per procedural by checking Procedural>Advanced>Verbose in the procedural properties

Diagnostic RiCalls

Diagnostic RiCalls display information about all the renderman call to guerilla engine. Usefull for Yeti or golaem debbuging