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JSON Keywords

' * ' = deprecated.

Profiling
Renderer Options
KeywordTypeUnits 
    
    
time_to_first_pixelrealsecondsTime it take for the first pixel to appear.
Profiling
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
cache_sizerealGBTotal cache size.
used_sizerealGBAmount of space already used.
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*number_dataof_alreadycopies_inavoided_cachekb,integerKb Same as number_of_copies_avoided but in Kb.
sizeof_data_not_cachedintegerKb Data not cached due to lack of space.
sizeof_data_cachedcopiedintegerKb Total amount of data that has been copied to the cache during the rendering sessions.
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
distributionnumber_of_micropolygon_areampshistograminteger 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
Total number of micro polygons generated to produce the image.
average_mps_per_gridinteger Average number of micro polygons per grid.
grids_projectedinteger  
grids_shadedinteger  
grids_displacedintegerdistribution_of_ray_depthhistogram  
distributionnumber_of_shading_groupsprimitiveshistograminteger Represents the distribution of shading group sizes. Histograms skewed to lower values represent less efficient shading.Total number of low-level primitives.
numberdistribution_of_rayrejected_typesprimitivestable  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
Total number of low-level primitives that have been efficiently rejected because they were are not seen in the image.
number_of_non_empty_bucketsinteger  
average_items_per_bucketinteger Average number of items (primitive, grid, particle, etc ...) in a bucket.
maximum_items_per_bucketinteger Maximum items found in a single bucket.
distribution_of_micropolygon_areadistribution_of_lookup_depthhistogram An histogram representing the lookup depth in the hierarchical structure used to store the point-based scene representation. Histograms skewed to distribution of the area of micro-polygons. Distributions skewed towards lower values mean faster renders. A technical statistic that is not really telling for an artistslower renders.
distribution_of_fragment_listshistogram Depth complexity.
    
    
    
    
    
*curves_grouping_efficiencyreal  
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.
    
Space Partitioner
number_of_nodesinteger Total number of nodes (internal and leafs) in the space partitioner.
motion_densityreal  
motion_segmentsinteger  
maximum_node_depthinteger Maximum leaf node depth in the space partitioner.
number_of_raysinteger Total number of rays that went through the space partitioner.
average_leafs_per_rayreal Average number of leaves a ray encounters during tress traversal.
average_internal_nodes_per_rayreal Average number internal nodes a ray encounters during tree traversal.
*average_depth_per_leafreal  
average_objects_per_leafreal  
    
Photon Maps
number_of_photonsinteger Total number of traced photons.
number_of_interactionsinteger Total number of photon/surface interactions.
number_of_global_photonsinteger Number of photons stored in global photon maps.
number_of_caustic_photonsinteger Numbe of photons stored in caustic photon maps.
average_bouncesreal Average number of bounces a photon does before terminating or exiting scene.
average_diffuse_depthreal Average depth of photons stored in the global photon map.
average_caustics_depthreal Average depth if photons stored in the specular photon map.