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Statistics | Description |
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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. |
JSON Keywords
' * ' = deprecated.
Profiling | |||||||
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Keyword | Type | Units | primitive_compression_ratio | real | |||
timings | table | time | Time taken to produce the image, for a wide range of timed categories. | ||||
memory_profile | table | Mb | Memory used to produce the image, for a wide range of categories. | ||||
Netword Cache | |||||||
number_of_copied_files | integer | Total number of files copied to that cache during this rendering session | |||||
number_of_failed_copies | integer | Copies that failed for system reasons (space, permissions, etc ...) | |||||
number_of_copies_avoided | integer | Copies avoided because files already in cache | |||||
number_of_rejected_files | integer | Files not copied because cache is full | |||||
sizeof_data_already_in_cache | integer | KBKb | |||||
sizeof_data_not_cached | integer | KBKb | |||||
sizeof_data_cached | integer | KBKb | |||||
Map ManagerMaps | |||||||
number_of_maps | integer | Total number of maps (textures, shadow maps, deep shadow maps, etc ...) managed. | |||||
number_of_texture_maps | integer | ||||||
number_of_shadow_maps | integer | ||||||
number_of_deep_shadow_maps | integer | ||||||
number_of_invalid_maps | integer | ||||||
number_of_file_open_operations | integer | Total number of file open operations performed during a rendering session. Should be relatively low thanks to caching. Could be high on systems configured with not enough file descriptors. | |||||
*number_of_map_requests | integer | Total number of maps requested | |||||
texture_access_statistics | table | ||||||
Scene | |||||||
number_of_objects | integer | Total number of high level objects passed to renderer. | |||||
number_of_attributes | integer | Number of RenderMan attributes needed to describe the scene. | |||||
number_of_transforms | integer | Number of transforms in the scene. | |||||
primitive_compression_ratio | real | While rendering, 3Delight uses a compression algorithm for geometric primitives residing in memory. This statistic indicates the compression ratio. | |||||
Reyes | |||||||
distribution_of_micropolygon_area | histogram | An histogram representing the distribution of the area of micro-polygons. Distributions skewed towards lower values mean slower renders. | |||||
distribution_of_fragment_lists | histogram | Depth complexity. | |||||
Ray Tracer | |||||||
distribution_of_ray_depth | histogram | ||||||
distribution_of_shading_groups | histogram | Represents the distribution of shading group sizes. Histograms skewed to lower values represent less efficient shading. | |||||
distribution_of_ray_types | table | A table describing how many rays were traced, per type (specular, diffuse, transmission, ...). Note that this is a table, not an histogram. | |||||
distribution_of_shader_calls | table | Describes how many shader calls were performed, per ray type. | |||||
Point Based Subsurface Scattering | |||||||
distribution_of_lookup_depth | histogram | An histogram representing the lookup depth in the hierarchical structure used to store the point-based scene representation. Histograms skewed to lower values mean faster renders. A technical statistic that is not really telling for an artist. | |||||