The mental ray rendering software can provide detailed messages as it reads and renders a scene. You can use these messages
to help you fine–tune for quality and performance. For example, keeping track of triangle count, etc.
You can choose to output any combination of the following message types by checking the corresponding checkbox:
-
— outputs messages about missing .dll files, missing shaders, and other errors that may cause the render to abort.
-
— outputs messages relating to problems that may cause the scene to render incorrectly.
-
— outputs information computed for the scene, such as BSP tree statistics, tessellated triangle counts, number of rays fired,
and so on.
-
— outputs the percentage of the scene that has been rendered, and other information about rendering progress, such as when
the render begins and ends.
-
— outputs information about what information is computed and sent as each tile is rendered.
-
— outputs detailed information about what information is computed and sent as each tile is rendered.
When rendering from the command line, use the -verbose argument.
NoteTo write the verbose messages to a file, you must set command–logging to file in the
Scripting Preferences.
Displaying Messages
Verbose messages are logged to the script editor, and/or the log file. To see the verbose output, simply open the script editor
by choosing from the main menu.
Reading Messages
The following table will help you understand logged messages:
Message Code
|
Meaning
|
API
|
Construction elements in the scene database
|
DB
|
Storage management of elements in the scene database
|
DISP
|
Communication with real-time image views
|
ECHO
|
Print the scene database in .mi2 format to stdout
|
GAP
|
Geometry Approximation (tessellation into triangles)
|
GAPS
|
GAP scheduler that routes approximation requests
|
GEOM
|
Geometry modeling operations
|
GEOT
|
Geometry conversion for tessalation, a submodule of GAP
|
IMG
|
Image file access, disk read/write/map, and conversion
|
JOB
|
Job control
|
LIB
|
Library of mathematical (and other) functions
|
LINK
|
Dynamic linking of shaders and shader libraries
|
MAIN
|
Start-up and interpretation of the command line
|
MEM
|
Unstructured memory management
|
MI
|
MI scene file parser, converts text file into API calls
|
MSG
|
Low-level message passing and thread management
|
PAR
|
High-level parallel message routing
|
PHEN
|
Phenomenon (shader) management and evaluation
|
RC
|
Rendering component, front-end management module
|
RCB
|
RC submodule handling triangle boxes
|
RCC
|
RC submodule handling contours
|
RCGI
|
RC submodule handling caustics and global illumination
|
RCI
|
RC submodule handling scanline rendering and raytracing
|
RCS
|
RC scheduler that routes rendering requests
|
SCENE
|
Structured memory management
|
TASK
|
Parallel task management and loading
|
INVENTOR
|
Silicon Graphics Inventor real-time scene previewer (optional)
|
|
These letters correspond to the mental ray module that is supplying the verbose message. Modules are listed in the table above.
|
|
Two numbers separated by a period represent the number of the machine on the network (if distributed rendering) and the number
of processors used during rendering.
|
|
This word defines the message level. Levels are: fatal; error; warn; info; progress (progr); debug; or verbose debug (vdebug).
|
|
These seven numbers correspond to the code number of the warning, error or fatal error.
|
|
The remainder of the verbose message is in English and specifies a warning or error.
|