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Vray render stat- texture and geometry memory usage

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  • Vray render stat- texture and geometry memory usage

    Hey there,

    I'm looking to see more render stat information, such as Total memory usage, geometry memory, textures memory. is there a way to have Vray share those?
    Even when we set verboseLevel=4, I'm not getting much information. tried this in both Maya and Standalone (both latest versions version 3.30.04 for windows x64 with V-Ray core version is 3.25.01)

    In Standalone, I get more information when using "-verboseLevel=4" with "--progressUpdateFreq=60000"
    which prints out this line:
    [2016/Aug/9|16:46:21] Rendering image...: 0.00% [85h 33m 14.7s] [ 0h 0m 0.0s est] [2346 MB resman] [0 MB texman]

    But...
    1. The memory usage with vray reports [2346 MB resman] is much much lower than the real total memory usage windows reports (image attached below)
    2. texman is 0 MB, is that referring to texture usage? cause I do have lots of textures loaded in, can see that in the stdout (log file attached)


    Mismatch memory usage
    Click image for larger version

Name:	image.png
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ID:	885135

    Standalone stdout print with verboseLevel=4
    stdout_log.zip


    Just a side note...
    coming from Arnold (which has it share of problems as well) gives a very nice debug printout which shows:
    current memory usage and ray count per calculation (diffuse, shadow, camera...)
    https://arnoldsupport.com/2012/12/14...rbosity-level/

    I'm sure this information exists in Vray, just not sure how to see it to help us debug render time and memory usage.

    any help you might have would be appreciated.

    thank you so much!
    asi

  • #2
    We are currently working on more detailed memory usage statistics out of V-Ray, but they will be available in the nightly builds in the next few weeks.

    The "resman" cache shows memory usage from geometry generated at render time like V-Ray proxies, displacement, subdivision. It will not include memory usage for other types of geometry (i.e. regular meshes, pre-tessellated displacement, OpenSubdiv etc).

    The "texman" cache shows memory usage for tiled textures only, if you are using a separate texture cache. Newer V-Ray builds by default use a separate texture cache; for older versions you need to set the environment variable VRAY_TEXTURE_CACHE explicitly. This will still show tiled textures only; files that are read in full (JPEG, PNG etc) are not shown in this field.

    More statistics will be available in a few weeks, like I said.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      thank you for the feedback Vlado.

      "texman" shows 0 MB, even when we're using .tex tailed textures files (stdout below)
      Could that be a Windows thing? ( Using Windows 64bit on V-Ray Standalone, version 3.30.04 for x64 )


      [2016/Aug/9|16:45:32]
      Bitmap file "//eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/MouthSM_COL.tex" loaded.
      [2016/Aug/9|16:46:09]
      Create bitmap buffer for //eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/bodySM_NRM.tex: MipMapTIFBuf<RGB24BmpMaya> for mipmap=Tiff pixelformat=RGB24
      [2016/Aug/9|16:46:09]
      Bitmap file "//eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/bodySM_NRM.tex" loaded.
      [2016/Aug/9|16:46:10]
      Create bitmap buffer for //eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/kittenBody_COL.tex: MipMapTIFBuf<RGB24BmpMaya> for mipmap=Tiff pixelformat=RGB24
      [2016/Aug/9|16:46:10]
      Bitmap file "//eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/kittenBody_COL.tex" loaded.
      [2016/Aug/9|16:46:10]
      Create bitmap buffer for //eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/body_SPC.tex: MipMapTIFBuf<RGB24BmpMaya> for mipmap=Tiff pixelformat=RGB24
      [2016/Aug/9|16:46:10]
      Bitmap file "//eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/body_SPC.tex" loaded.
      [2016/Aug/9|16:46:10]
      Create bitmap buffer for //eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/body_RUF.tex: MipMapTIFBuf<RGB24BmpMaya> for mipmap=Tiff pixelformat=RGB24
      [2016/Aug/9|16:46:10]
      Bitmap file "//eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/body_RUF.tex" loaded.
      [2016/Aug/9|16:46:11]
      Create bitmap buffer for //eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/kittenBody_MSK.tex: MipMapTIFBuf<RGB24BmpMaya> for mipmap=Tiff pixelformat=RGB24
      [2016/Aug/9|16:46:11]
      Bitmap file "//eru/Development/KPP/assets/chr/kitten/publish/shaded-high/v013/textures/kittenBody_MSK.tex" loaded.
      [2016/Aug/9|16:46:11]
      Create bitmap buffer for //eru/Development/KPP/assets/chr/pony/publish/shaded-high/v011/textures/Mouth_COL.tex: MipMapTIFBuf<RGB24BmpMaya> for mipmap=Tiff pixelformat=RGB24
      [2016/Aug/9|16:46:11]
      Bitmap file "//eru/Development/KPP/assets/chr/pony/publish/shaded-high/v011/textures/Mouth_COL.tex" loaded.
      [2016/Aug/9|16:46:21]
      Threads completed
      [2016/Aug/9|16:46:21] Prepass 1 of 1...: done [ 0h 0m 52.2s]

      [2016/Aug/9|16:46:21] Calling endPass() on irradiance maps
      [2016/Aug/9|16:46:21] Calling prePassDone() on irradiance maps
      [2016/Aug/9|16:46:21] Image prepass completed.
      [2016/Aug/9|16:46:21] Rendering image.
      [2016/Aug/9|16:46:21] Rendering image...: 0.00% [85h 33m 14.7s] [ 0h 0m 0.0s est] [2346 MB resman] [0 MB texman]

      Comment


      • #4
        No, it's not a Windows thing, but it looks like you are using an older version of V-Ray for Maya where the VRAY_TEXTURE_CACHE environment variable is not set.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment

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