hey guys
i am fairly new to using vray in a production environment and i really need more information about what vray is doing. i need really really verbose logging and render statistics. i am using vray for 3dsmax and i have set my log level to 4 and set it to write to file. while i see some good information, its missing some i am interested in. does anyone know how to get this type of info? if not where do the feature requests go?
timings...
acceleration structure build time
subdivision time
displacement tesselation time
time spent on non brute force gathering/shooting
actual bucket rendering
unaccounted for system time <- i need to know if vray is to blame or not.
memory consumed by...
polygon meshes
subdivisions
the acceleration structure
unaccounted for memory <- again i need to know what vray is using and what max is using
ray counts...
camera
shadow
reflection
refraction
diffuse
glossy
total
object counts and their % hit... <- important to know if i am wasting geometry thats never actually getting intersected with
lastly texture usage...
number of images/textures
mb read from disk
file io time
tiled image statistics...
nb of not tiled images
nb of tiles requested
peak memory specific to textures
i know this sounds like a lot of information that most guys wont use, but its what i am used to and is what i need to be the most efficient.
steven
i am fairly new to using vray in a production environment and i really need more information about what vray is doing. i need really really verbose logging and render statistics. i am using vray for 3dsmax and i have set my log level to 4 and set it to write to file. while i see some good information, its missing some i am interested in. does anyone know how to get this type of info? if not where do the feature requests go?
timings...
acceleration structure build time
subdivision time
displacement tesselation time
time spent on non brute force gathering/shooting
actual bucket rendering
unaccounted for system time <- i need to know if vray is to blame or not.
memory consumed by...
polygon meshes
subdivisions
the acceleration structure
unaccounted for memory <- again i need to know what vray is using and what max is using
ray counts...
camera
shadow
reflection
refraction
diffuse
glossy
total
object counts and their % hit... <- important to know if i am wasting geometry thats never actually getting intersected with
lastly texture usage...
number of images/textures
mb read from disk
file io time
tiled image statistics...
nb of not tiled images
nb of tiles requested
peak memory specific to textures
i know this sounds like a lot of information that most guys wont use, but its what i am used to and is what i need to be the most efficient.
steven
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