Verbosity never ends :)

Verbosity never ends :)

maxtarpini
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Message 1 of 9

Verbosity never ends :)

maxtarpini
Collaborator
Collaborator

Sry to bother you Peter, but I don't get why I have almost a milion warnings (that if I don't stop enough soon they will freeze c4d at some point) while the maxwarning param is 5 (even explicitely in my code with AiMsgSetMaxWarnings). 

 

It's not necessarly c4d related but I had already reported this in very detail almost an year agò to mtoa guys and nothing has been done .. they are next level guys .. there even a swatch can trigger thousands and thousand of warnings 🙂 so I cannot really use maya when wanting to debug stuff with msgs as just loading a scene will freeze the apz when I use AiMsgWarning.. it's a bit of a pity then I cannot use c4d either (that has the nice thing that it does not keep a dll linked from a render session to the other so I can easily recompile with c4d still open) and have to rely on CLI stuff which of course does obey the maxwarning param even if that would not be required there because I can easily esc the rendering 🙂 How crazy uh ? 

 

msgerrorswtf.png

 

 

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Message 2 of 9

peter_horvath
Autodesk
Autodesk

Hmm, I don't get either why it does not work. I tested it with a custom shader, just simply:

shader_evaluate
{
   AiMsgWarning("!!! sample: %f %f %f", sg->P.x, sg->P.y, sg->P.z);
   ...
}

and the result is as expected:

peter_horvath_0-1677837805838.png

Not sure what's different in your case.


// Peter Horvath
// C4DtoA developer
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Message 3 of 9

maxtarpini
Collaborator
Collaborator

That's really a mistery because I removed every AiMsgSetMaxWarnings but have still the same outcome every single time when rendering from any DCC apz while I've the correct behaviour when rendering from CLI with .ass files and my AiMsgWarnings are in the main pixel-sample ray-tree trunk as the one you setup to test (ie. not called from reflections etc.), different scenes, default scenes, progressive on/off etc. no way for me to not print milions of msgs and I don't see anything in ai_msg.h that would help debugging this situation 🤔 I thought past one milion I'd win something but none either 😋 

hmmm.png 

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Message 4 of 9

peter_horvath
Autodesk
Autodesk
Accepted solution

The hidden price is at one billion. 😉

 

I've figured out what's going on. I had file logging enabled as well, that's why it was working for me. If I have only console log, then the warnings don't stop. It's a bug in our code verifying the log masks when printing out messages. It can be fixed in the next Arnold core release. Meanwhile you can enable file logging as a workaround.


// Peter Horvath
// C4DtoA developer
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Message 5 of 9

maxtarpini
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Collaborator

Great Peter ! ✌️

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Message 6 of 9

thiago.ize
Autodesk
Autodesk

Hi Max, thanks for reporting this bug. It's now fixed in the just released Arnold 7.2.1 and associated plugins.

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Message 7 of 9

maxtarpini
Collaborator
Collaborator
Still to install newest but sounds great, thank you Thiago !
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Message 8 of 9

maxtarpini
Collaborator
Collaborator

Thiago, the problem with mtoa (and any other plugin where the library is hard linked for the whole app session) however is that as soon we've exhausted the max number of warnings.. there's no way to have warnings back again. Not by refreshing the render, aborting or changing the max warning number. I had one when starting Arnold with the Maya render win (or how it was called).. but you removed it in favour of ARV. 

Please, add a way to reset the counter without having to restart the whole DCC app.

Make sense ?

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Message 9 of 9

thiago.ize
Autodesk
Autodesk

Yes, that's a fair point. It's not just the max warnings but other things as well that aren't reset in mtoa that probably should be. Let me see what we can do...