Loading plugins from "C:\Program Files\Chaos Group\V-Ray\V-Ray for Rhinoceros\vrayappsdk\bin/plugins/vray_*.dll" 91 plugin(s) loaded successfully Finished loading plugins. GI engines: 'Brute force' and 'Light cache' Progressive RPP will be set to "true" Progressive RPP must be disabled when Adaptive Lights are used. Disabling progressive RPP Preparing renderer... CUDA renderer requested. CUDA renderer plugin already loaded. CUDA renderer plugin instance successfully created. EXT_RTOPENCL interface obtained successfully from CUDA renderer plugin instance. Using 6 threads per GPU device Creating bitmap manager Bitmap manager created. Scanning scene for light plugins. 1 lights found. Using adaptive light evaluation with 8 lights. Light tree is enabled with clamp coefficient 0.1 and even split coefficient 0.5. Using low thread priority. Using 6 threads per GPU device Bucket size increased to (128, 128) in order to improve GPU utilization. Max ray intensity is enabled: rendered result may have incorrect brightness. Using 6 threads per GPU device Loading plugins from "C:\Program Files\Chaos Group\V-Ray\V-Ray for Rhinoceros\vrayappsdk\bin/plugins/vray_*.dll" 91 plugin(s) loaded successfully Finished loading plugins. GI engines: 'Brute force' and 'Light cache' Progressive RPP will be set to "true" Progressive RPP must be disabled when Adaptive Lights are used. Disabling progressive RPP Preparing renderer... CUDA renderer requested. CUDA renderer plugin already loaded. CUDA renderer plugin instance successfully created. EXT_RTOPENCL interface obtained successfully from CUDA renderer plugin instance. Using 6 threads per GPU device Creating bitmap manager Bitmap manager created. Scanning scene for light plugins. 1 lights found. Using adaptive light evaluation with 8 lights. Light tree is enabled with clamp coefficient 0.1 and even split coefficient 0.5. Using low thread priority. Using 6 threads per GPU device Bucket size increased to (128, 128) in order to improve GPU utilization. Max ray intensity is enabled: rendered result may have incorrect brightness. Using 6 threads per GPU device Estimated progressive buffer memory usage of 2502 MB is over the limit of 2048 MB. Falling back to per-pixel filtering. Using Embree ray tracing. Using 0.69 MB for adaptive lights buffer Initializing OptiX renderer with on-demand texture loading... Querying for CUDA devices... PTX file generated with CUDA Toolkit v10.0 for CUDA compute capability 3.0. Estimated progressive buffer memory usage of 2502 MB is over the limit of 2048 MB. Falling back to per-pixel filtering. Using Embree ray tracing. Using 0.69 MB for adaptive lights buffer Initializing OptiX renderer with on-demand texture loading... Querying for CUDA devices... PTX file generated with CUDA Toolkit v10.0 for CUDA compute capability 3.0. Device Quadro RTX 3000 with Max-Q Design has compute capability 7.5 Compiling OptiX with full optimizations. Setting CUDA stack size to 12000 Device Quadro RTX 3000 with Max-Q Design has compute capability 7.5 Compiling OptiX with full optimizations. Setting CUDA stack size to 12000 Using 6 threads per GPU device Building optimized CUDA kernel (3) for comp cap 7.5 for device 0... PTX file generated with CUDA Toolkit v10.0 for CUDA compute capability 3.0. PTX max register count 128:128 Optimized CUDA kernel assembled successfully Total memory for device 0 : 6144 MB, free 4386 MB Number of CUDA devices: 1 Using 6 threads per GPU device Building optimized CUDA kernel (3) for comp cap 7.5 for device 0... PTX file generated with CUDA Toolkit v10.0 for CUDA compute capability 3.0. PTX max register count 128:128 Optimized CUDA kernel assembled successfully Total memory for device 0 : 6144 MB, free 4386 MB Number of CUDA devices: 1 Initializing environment kernel nVidia driver version: 442.19 Initializing environment kernel nVidia driver version: 442.19 Building trees for 2 meshes with all threads per mesh took 1ms. BVH statistics: Primitives count: 3 (Mem usage:0.00 MB) Meshes count: 2 (Mem usage:0.00 MB) Tree depth: 1 Number of tree nodes: 3 BVH Tree takes 0.58 MB. Build time 0.20 ms. GPU tex loaded RhinoDefault.exr (idx=0) mip 0, w 1024/1024, h 512/512, channels 3, 3072KB FastSSS2 "scatter gi" param is always "on" in V-Ray GPU Building light cache. Tracing 2250000 image samples for light cache in 64 passes. Using 122.55 MB for light cache preview buffer Building trees for 2 meshes with all threads per mesh took 1ms. BVH statistics: Primitives count: 3 (Mem usage:0.00 MB) Meshes count: 2 (Mem usage:0.00 MB) Tree depth: 1 Number of tree nodes: 3 BVH Tree takes 0.58 MB. Build time 0.20 ms. GPU tex loaded RhinoDefault.exr (idx=0) mip 0, w 1024/1024, h 512/512, channels 3, 3072KB FastSSS2 "scatter gi" param is always "on" in V-Ray GPU Building light cache. Tracing 2250000 image samples for light cache in 64 passes. Using 122.55 MB for light cache preview buffer Merging light cache passes. Light cache contains 3535 samples. Light cache base memory usage is 0.6 MB. Using premultiplied light cache. Using adaptive lights ver2 LightCache does not include valid adaptive lights data. Adaptive lights will be calculated at runtime Lightmap successfully loaded. GPU light cache: 5050 samples stored. Using 6 threads per GPU device Using 6 threads per GPU device Merging light cache passes. Light cache contains 3535 samples. Light cache base memory usage is 0.6 MB. Using premultiplied light cache. Using adaptive lights ver2 LightCache does not include valid adaptive lights data. Adaptive lights will be calculated at runtime Lightmap successfully loaded. GPU light cache: 5050 samples stored. Using 6 threads per GPU device Using 6 threads per GPU device V-Ray GPU kernel render time: 0.68s Total GPU samples 0 Mtls 9.89MB, Geo 0.01MB, LightCache 0.15MB, Reserved 4635.95MB OCLBufman stats: Owners count : 10 With replace ptrs: 5 Geom pointers : 88 Light pointers : 0 Textures pointers: 3 NVLink allocated : 0 Misc pointers : 12 Total pointers : 104 V-Ray GPU kernel render time: 0.68s Total GPU samples 0 Mtls 9.89MB, Geo 0.01MB, LightCache 0.15MB, Reserved 4635.95MB OCLBufman stats: Owners count : 10 With replace ptrs: 5 Geom pointers : 88 Light pointers : 0 Textures pointers: 3 NVLink allocated : 0 Misc pointers : 12 Total pointers : 104 Device 0 statistics: N/A Number of raycasts: 6770156 (1.69 per pixel) Camera rays: 2250000 (0.56 per pixel) Shadow rays: 0 (0.00 per pixel) GI rays: 2075623 (0.52 per pixel) Reflection rays: 1161937 (0.29 per pixel) Refraction rays: 200165 (0.05 per pixel) Unshaded rays: 1187278 (0.30 per pixel) Number of light evaluations: 3435422 (0.86 per pixel) Maximum memory usage for resman: 0.00 MB Number of intersectable primitives: 4 SD triangles: 0 MB triangles: 0 Static primitives: 3 Moving primitives: 0 Infinite primitives: 1 Static hair segments: 0 Moving hair segments: 0 Cleaning up bitmap manager Maximum memory usage for texman: 0.00 MB Device 0 statistics: N/A Number of raycasts: 6770156 (1.69 per pixel) Camera rays: 2250000 (0.56 per pixel) Shadow rays: 0 (0.00 per pixel) GI rays: 2075623 (0.52 per pixel) Reflection rays: 1161937 (0.29 per pixel) Refraction rays: 200165 (0.05 per pixel) Unshaded rays: 1187278 (0.30 per pixel) Number of light evaluations: 3435422 (0.86 per pixel) Maximum memory usage for resman: 0.00 MB Number of intersectable primitives: 4 SD triangles: 0 MB triangles: 0 Static primitives: 3 Moving primitives: 0 Infinite primitives: 1 Static hair segments: 0 Moving hair segments: 0 Cleaning up bitmap manager Maximum memory usage for texman: 0.00 MB