Render Options
Code Block |
---|
Software version : 10.0.148 (Jun 17 2013) * Render Options : Render used the 'raytrace' hider Image resolution: 640 x 480 Pixel oversampling: 2 x 2 Total number of displays (AOVs) : 2 Shared instances (for massive instancing) : on |
...
This statistic block gives several timings about the render. Each task shows the wall clock time it took in the total render time. Follows a description for all possible tasks.
...
...
Task | Description |
---|---|
raytracer init | This task includes all the work that needs to be done before starting the space parition. Basically this means iterating through all scene objects and prepare structures for the upcoming render. |
ray tracer instance init | This task counts the time that is spent on optimizing instances (when "shared instances" are enabled) |
space partition init | This task counts the time it takes 3Delight to build the space partitioner (a BVH-like structure). The time spent here will go proportionally with the scene size. |
surface shaders | Counts the amount of time the renderer is spending inside surface shaders. Complex shaders (as generated, for example, by comlexe shading networks in Maya or Softimage) will lead to higher times in this task. |
light shaders | Counts the time spent in light shaders. |
volume shaders | Counts the time spent in volume shaders. |
displacement shaders | Counts the time spent in displacement shaders. |
imager shaders | Counts the time spent in imager shaders. |
RSL plugins | Counts the time spent in custom RSL plug-ins. |
shadowmap filtering | Counts the time spent filtering shadow maps to render shadows. |
dsm filtering | Same as for shadow map filtering but for deep shadow maps. |
texture filtering | Counts the time spent filtering texture maps. If this times seems too high compared to total render time (>10%) it could be one of the following reasons:
|
point cloud filtering | Counts the time spent filtering point clouds for point-based color bleeding. |
brick map filtering | Counts the time spent filtering brick maps. |
texture loading | Counts the time spent loading texture tiles. Since 3Delight has a caching system for texture loading this time should be marginal compared to the total render time. If not, this probably means that the texture cache is not large enough (read below). |
shadow map loading | Counts the time spent loading shadow map tiles |
...
Texture Cache
The texture cache plays an important part in the overall performance of 3Delight. The cache is needed since available physical memory is usually much less than the space taken by all the textures for a certain render. The role of this cache is to keep and manage a limited amount of texture data that is needed for rendering.
Code Block |
---|
* ProfilingTexture Cache : Cache size: task 0.133 timeG raytracerOverall inittexture cache efficiency: 0 % 0.0 raytracing 10.3 surface shaders 0.0 imager shaders 0.0 display drivers 0.2 screen filtering 0.1 raytrace hider 1.0 Total : 11.6 Total process times (user/sys/real) : 19.56 / 0.27 / 11.66 CPU use : 167.8% user + 2.3% sys = 170.1% * Texture Cache : Cache size: cache efficiency (2D texture): 0.133 G% Overallcache textureefficiency cache(misc efficiencytexture): 0 % cache efficiency (2D texture): footprint: 0.000 %G cache efficiency (misc texture) footprint: 0 % 0.000 G |
Point Based Occlusion
Code Block |
---|
* Point 2DBased textureOcclusion footprint: Number of evaluations 0.000 G misc texture footprint: 0 Considered elements per evaluation : 0 |
Code Block |
---|
.000 G
* Point Based Occlusion :
Number of evaluations : 0
Considered elements per evaluation : 0
* Map Manager :
Total number of maps used : 0
Total number of texture maps : 0
Total number of shadow maps : 0
Total number of environment maps : 0
Total number of deep shadow maps : 0
Total number of 'invalid' maps : 0
Total number of file open operations : 0
Total number of map requests : 0
Texture IDs
Texture stats
ID Refs Same Search Faults Rate Mipmap (min) Mipmap (max)
* Scene Manager :
Number of objects in the scene : 1
Number of attributes in the scene : 2
Number of transforms in the scene : 3
Primvar compression ratio : 0
Saved memory due to compression : 0.0 Mb
* Memory Profiling :
item current peak category peak
unprocessed gprim 211 K 211 K 418 K
gprim 0 0 0
gprim (polygons) 0 0 0
gprim (subdiv) 0 0 0
gprim (curves) 0 0 0
gprim variables 26 K 617 K 617 K
particles 0 0 4536
topology data 0 0 0
crack elimination geo 0 0 0
grid 0 0 0
shaded grid 0 0 0
grid AOV 0 0 0
texture objects 0 0 0
texture cache 0 0 0
hider and visible points 0 0 90 K
image data 0 251 K 313 K
buffered display data 0 31 K 61 K
shader code 4033 4033 4033
shader instance 2332 2332 2332
shader variables 0 814 K 814 K
attributes 796 796 796
transform 1628 1628 1776
subsurface 0 0 0
point based occlusion 0 0 0
point cloud 0 0 0
photon map 0 0 0
inline archive 0 0 0
ray tracer 289 K 289 K 289 K
ray tracer cache 0 0 0
space partition 90 K 90 K 90 K
diffuse ray cache 0 0 0
misc 1756 K 1756 K 1756 K
Total : 2381 K 4068 K 4462 K
Peak VM size : 0 K
Peak resident : 35623 K
Peak from malloc : 12899 K
* Space Partitioner :
Total number of nodes : 1525
Motion density : 0 %
Motion segments : 1
Maximum leaf depth : 11
Number of traced rays : 1.13178e+07
Avg. visited leafs per ray : 0.0180457
Avg. visited internal cells per ray : 0.0698019
Avg. packet size at root : 416.188
Avg. packet size at leaf : 145.204
Average depth per leaf : 3.39344
Average objects per leaf : 3.64351
Num bbox intersections (per ray) : 2.49935e+08 (22.0833)
* Ray Tracer :
Total number of traced rays : 1.13178e+07
Specular : 0.00 % (0)
Transmission : 0.00 % (0)
Diffuse : 89.06 % (1.008e+07)
Light (photons) : 0.00 % (0)
Camera : 10.94 % (1.23778e+06)
Waste : 0.00 % (0)
Total number of shader calls : 315001
Specular : 0.00 % (0)
Transmission : 0.00 % (0)
Diffuse : 0.00 % (0)
Light (photons) : 0.00 % (0)
Camera : 100.00 % (315001)
Total travelled distance : 4.90655e+09
Avg. number of objects in ray's path : 11.4598
Avg. bbox intersections per ray (total) : 1.83386 (1.297e+08)
Number of ray/patch intersection tests : 7.07252e+07
Bounding volume efficiency : 27.17 %
Avg. active ray packet size : 86.6205
Easy rejections : 0.00 %
Approximations : 28.59 %
cache hit ratio : 0.00 %
cache efficiency : 0.00 %
Shading group size
+-----+-----+-----+-----+-----+-----+-----+
|<= 1|<= 2|<= 4|<= 8|<= 16|<= 32|> 32 |
+-----+-----+-----+-----+-----+-----+-----+
| 3.1%| 2.1%| 5.3%| 7.2%| 8.5%| 8.5%| 65%|
+-----+-----+-----+-----+-----+-----+-----+
Ray depth
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
|<= 0|<= 1|<= 2|<= 3|<= 4|<= 5|<= 6|<= 7|<= 8|> 8 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 11%| 89%| 0%| 0%| 0%| 0%| 0%| 0%| 0%| 0%|
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |
...