---------------- OUTPUT LOG------------ VRayLog: Compiling geometry... VRayLog: Compiling geometry... : Done in 0.000 sec VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 58.93 MB VRayLog: Compiling geometry... VRayLog: Compiling geometry... : Done in 0.000 sec VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 58.39 MB VRayLog: Compiling geometry... VRayLog: Compiling geometry... : Done in 0.000 sec VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 57.35 MB VRayLog: Compiling geometry... VRayLog: Compiling geometry... : Done in 0.000 sec VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 55.81 MB VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 55.54 MB VRayLog: Compiling geometry... VRayLog: Compiling geometry... : Done in 0.055 sec VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 55.45 MB VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 55.40 MB VRayLog: V-Ray rendering progress : 0 path/pixels - pass #0 - 38002 path/sec - ticks 63 VRayLog: Compiling geometry... VRayLog: Compiling geometry... : Done in 0.236 sec VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 55.35 MB VRayLog: Compiling geometry... VRayLog: Compiling geometry... : Done in 0.000 sec VRayLog: Scene bounding box is too large, possible raycast errors. VRayLog: Using adaptive lights ver2 VRayLog: Progressive sampling base buffer memory usage: 55.31 MB VRayLog: V-Ray rendering progress : 0 path/pixels - pass #0 - 3629634 path/sec - ticks 1891 VRayLog: Recalculating denoiser VRayLog: Creating OptiX denoiser for image of size 1222 x 511 with normals channel. VRayLog: OptiX denoising took 20 milliseconds in total (0 ms for OptiX only) VRayLog: Recalculating denoiser VRayLog: OptiX denoising took 42 milliseconds in total (0 ms for OptiX only) VRayLog: GPU adaptive lights v1 built successfully VRayLog: GPU adaptive lights v2 built successfully VRayLog: Recalculating denoiser VRayLog: OptiX denoising took 137 milliseconds in total (0 ms for OptiX only) VRayLog: V-Ray rendering progress : 16 path/pixels - pass #48 - 4095224 path/sec - ticks 4875 VRayLog: Noise threshold goal lowered to 0.166667 VRayLog: Recalculating denoiser VRayLog: OptiX denoising took 112 milliseconds in total (0 ms for OptiX only) VRayLog: Closing RTEngine (cancelled) VRayLog: Max. Mpaths per second: 4.891299 VRayLog: Sampling level reached: 64 samples per pixel VRayLog: V-Ray GPU kernel render time: 272.03s VRayLog: Total GPU samples 290186512 VRayLog: GPU Memory Stats: VRayLog: Device[0] : NVIDIA GeForce RTX 3060 VRayLog: Textures : 19.43MiB VRayLog: Static geometry: 0.63MiB VRayLog: Pinned : 63.75MiB VRayLog: Misc : 1.46MiB VRayLog: Internal state : 1402.62MiB VRayLog: Lights : 80.00MiB VRayLog: LightCache : 0.28MiB VRayLog: Total : 1568.18MiB VRayLog: OCLBufman stats: VRayLog: Owners count : 30 VRayLog: With replace ptrs: 23 VRayLog: Geom pointers : 3 VRayLog: Light pointers : 10 VRayLog: Textures pointers: 49 VRayLog: NVLink allocated : 0 VRayLog: Misc pointers : 10 VRayLog: Total pointers : 75 VRayLog: Device 0 statistics: VRayLog: GPU time: 22.363074 % VRayLog: GPU ray trace time 96.529343 % VRayLog: Transfer to GPU time 0.906853 % VRayLog: Transfer from GPU time 2.563803 % VRayLog: Number of raycasts: 0 (0.00 per pixel) VRayLog: Camera rays: 0 (0.00 per pixel) VRayLog: Shadow rays: 0 (0.00 per pixel) VRayLog: GI rays: 0 (0.00 per pixel) VRayLog: Reflection rays: 0 (0.00 per pixel) VRayLog: Refraction rays: 0 (0.00 per pixel) VRayLog: Unshaded rays: 0 (0.00 per pixel) VRayLog: Number of light evaluations: 0 (0.00 per pixel) VRayLog: Maximum memory usage for resman: 0.00 MB VRayLog: Number of intersectable primitives: 5690 VRayLog: SD triangles: 5688 VRayLog: MB triangles: 0 VRayLog: Static primitives: 0 VRayLog: Moving primitives: 0 VRayLog: Infinite primitives: 2 VRayLog: Static hair segments: 0 VRayLog: Moving hair segments: 0 VRayLog: Cleaning up bitmap manager VRayLog: Peak memory for IPR rendering: 539.74 MiB collected for 22 categories VRayLog: Peak memory for "Bitmap": 17.57 MiB VRayLog: Peak memory for "Bucket image sampler": 0 B VRayLog: Peak memory for "Dynamic displaced geometry": 0 B VRayLog: Peak memory for "Dynamic geometry": < 1 MiB VRayLog: Peak memory for "Dynamic moving displaced geometry": 0 B VRayLog: Peak memory for "Dynamic moving geometry": 0 B VRayLog: Peak memory for "GI": < 1 MiB VRayLog: Peak memory for "Lights": 81.01 MiB VRayLog: Peak memory for "Misc.": 339.89 MiB VRayLog: Peak memory for "Misc. displaced geometry": 0 B VRayLog: Peak memory for "Misc. geometry": < 1 MiB VRayLog: Peak memory for "Misc. moving displaced geometry": 0 B VRayLog: Peak memory for "Misc. moving geometry": 0 B VRayLog: Peak memory for "Progressive image sampler": 61.66 MiB VRayLog: Peak memory for "Static displaced geometry": 0 B VRayLog: Peak memory for "Static geometry": 1.42 MiB VRayLog: Peak memory for "Static hair": 0 B VRayLog: Peak memory for "Static moving displaced geometry": 0 B VRayLog: Peak memory for "Static moving geometry": 0 B VRayLog: Peak memory for "Static moving hair": 0 B VRayLog: Peak memory for "Tiled bitmap": 0 B VRayLog: Peak memory for "VFB": 38.07 MiB VRayLog: Maximum memory usage for texman: 0.00 MB --------- MESSAGE LOG ------------------- V-Ray 5 for Unreal Runtime Module Build Number: Developer_Version Build Hash: 0904caee76fa42b56b4b11b8dab7a4092eaa9506 vrayunreal_core successfully loaded from C:/Env/UE_4.27/Engine/Plugins/VRayForUnreal/Source/ThirdParty/VRay_unreal_core/vrayunreal_core.dll V-Ray|Unreal core shared library - revision 47f6c038 from Jan 26 2022, 18:27:54 VRaySDKLibrary successfully loaded from C:/Env/UE_4.27/Engine/Plugins/VRayForUnreal/Source/ThirdParty/VRay_unreal_appsdk/bin/VRaySDKLibrary.dll 5.10.03 47f6c038 [dev] Jan 26 2022 18:26:42 V-Ray 5 for Unreal Editor Module Build Number: Developer_Version Build Hash: 0904caee76fa42b56b4b11b8dab7a4092eaa9506 Atmosphere/Fog Light enabled for "LightSource" and it will not be exported. Total number of atlases to bake: 1 Atlas 1 resolution: 388 x 126 Nodes to render in atlas 1: Floor; Cube; Cube2; Sky Sphere; Sphere; Cone; Cone2 Processing/Saving data from Atlas 1 of 1 Atlas 1 of 1 rendered in - 38.6 sec V-Ray Lightbake Rendering Finished V-Ray Lightbake done in - 38.9 sec Atmosphere/Fog Light enabled for "LightSource" and it will not be exported. Auto exposure and auto white balance require light cache in single frame mode. Atmosphere/Fog Light enabled for "LightSource" and it will not be exported. Auto exposure and auto white balance require light cache in single frame mode. Render Time - 1:13 min