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Editor.log poll: Is the amount of logging from the path tracer an issue?

Discussion in 'Global Illumination' started by KEngelstoft, Oct 2, 2018.

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Editor.log question: Is the amount of logging from the Global Illumination systems annoying?

Poll closed Nov 1, 2018.
  1. Yes, please reduce it.

    0 vote(s)
    0.0%
  2. No, I never look at the log

    0 vote(s)
    0.0%
  3. I would like to be able to toggle it on and off

    5 vote(s)
    100.0%
  1. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    We are considering hiding or reducing the logging from the progressive lightmapper to the editor log file. Please vote above.

    See https://docs.unity3d.com/Manual/LogFiles.html for more detail.

    The logging looks like this today:
    Code (CSharp):
    1. [PathTracer] Issuing lightmap composite job for a not converged lightmap; index: 0, lightmapCompositeHash: 091d5949b612071ae0af847478be9536, lightmapHash: 31cb38ee0baa01204508a9837d71ec39, renderPassHash: fb4a7d7175d4408dccff756d0c54173c, compositingHash: 1d487f44446618cc512895975474672e.
    2. [PathTracer] Issuing a render job for lightmap 31cb38ee0baa01204508a9837d71ec39, visible texels: 20754, Timestamps: [356.260].
    3. [PathTracer] Issuing a convergence job for lightmap 31cb38ee0baa01204508a9837d71ec39.
     
  2. Inter-Illusion

    Inter-Illusion

    Joined:
    Jan 5, 2014
    Posts:
    598
    Another thing to consider is that some of those messages are sent directly from the native code to the console without passing through the ILogger interface like all other debug messages.
    At least the message about scene objects with "overlapping UV" and a couple others related to baking have that issue.

    This makes impossible to capture/remove them using a custom logger when implementing an editor tool.