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StatisticsDescription
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 callsTotal count of shader calls. Sub-categories show the shader calls per ray type.

JSON Keywords

' * ' = deprecated.

Profiling
KeywordTypeUnits primitive_compression_ratioreal 
timingstabletimeTime taken to produce the image, for a wide range of timed categories.
memory_profiletableMbMemory used to produce the image, for a wide range of categories. 
    
Netword Cache
number_of_copied_filesinteger Total number of files copied to that cache during this rendering session
number_of_failed_copiesinteger Copies that failed for system reasons (space, permissions, etc ...)
number_of_copies_avoidedinteger Copies avoided because files already in cache
number_of_rejected_filesinteger Files not copied because cache is full
sizeof_data_already_in_cacheintegerKBKb 
sizeof_data_not_cachedintegerKBKb 
sizeof_data_cachedintegerKBKb 
Map Manager
Maps
number_of_mapsinteger Total number of maps (textures, shadow maps, deep shadow maps, etc ...) managed.
number_of_texture_mapsinteger  
number_of_shadow_mapsinteger  
number_of_deep_shadow_mapsinteger  
number_of_invalid_mapsinteger  
number_of_file_open_operationsinteger 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_requestsinteger Total number of maps requested
texture_access_statisticstable  
    
Scene
number_of_objectsinteger Total number of high level objects passed to renderer.
number_of_attributesinteger Number of RenderMan attributes needed to describe the scene.
number_of_transformsinteger Number of transforms in the scene.
primitive_compression_ratioreal While rendering, 3Delight uses a compression algorithm for geometric primitives residing in memory. This statistic indicates the compression ratio.
Reyes
distribution_of_micropolygon_areahistogram An histogram representing the distribution of the area of micro-polygons. Distributions skewed towards lower values mean slower renders.
distribution_of_fragment_listshistogram Depth complexity.
Ray Tracer
distribution_of_ray_depthhistogram  
distribution_of_shading_groupshistogram Represents the distribution of shading group sizes. Histograms skewed to lower values represent less efficient shading.
distribution_of_ray_typestable 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_callstable 

Describes how many shader calls were performed, per ray type.

Point Based Subsurface Scattering
distribution_of_lookup_depthhistogram 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.