...
Code Block | ||
---|---|---|
| ||
* 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 |
Ray Tracer
Code Block |
---|
Total number of traced rays : 1.23778e+06
Specular : 0.00 % (0)
Transmission : 0.00 % (0)
Diffuse : 0.00 % (0)
Light (photons) : 0.00 % (0)
Subsurface : 0.00 % (0)
Camera : 100.00 % (1.23778e+06)
Waste : 0.00 % (0)
Total number of shader calls : 711690
Specular : 0.00 % (0)
Transmission : 0.00 % (0)
Diffuse : 0.00 % (0)
Light (photons) : 0.00 % (0)
Subsurface : 0.00 % (0)
Camera : 100.00 % (711690)
Total travelled distance : 412215
Avg. number of objects in ray's path : 2.23804
Avg. bbox intersections per ray (total) : 1.98034 (2.7702e+06)
Number of ray/patch intersection tests : 1.39885e+06
Space partition efficiency : 26.03 %
Bounding volume efficiency : 51.55 %
Avg. active ray packet size : 65.4096
Approximations : 0.0 %
Cache pressure : 1.0
Shading group size
+-----+-----+-----+-----+-----+-----+-----+
|<= 1|<= 2|<= 4|<= 8|<= 16|<= 32|> 32 |
+-----+-----+-----+-----+-----+-----+-----+
| 8.3%| 3.9%| 3.4%| 2.9%| 4.3%| 6.2%| 71%|
+-----+-----+-----+-----+-----+-----+-----+
Ray depth
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
|<= 0|<= 1|<= 2|<= 3|<= 4|<= 5|<= 6|<= 7|<= 8|> 8 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 100%| 0%| 0%| 0%| 0%| 0%| 0%| 0%| 0%| 0%|
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ |
Statistics | Description |
---|---|
Total number of traced rays | This is the count of all the rays traced during a render. The following sub-categories simply specify the count per ray type. The special waste sub-category counts the rays that have been traced but could have been avoided - this is related to the internal workings of the render engine and is not user controllable. |
Total number of shader calls | Total count of shader calls. Sub-categories show the shader calls per ray type. |