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Renderer Options | ||||||
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Keyword | Type | Units | ||||
time_to_first_pixel | real | seconds | Time it take for the first pixel to appear. | |||
Profiling | ||||||
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 | ||||||
cache_size | real | GB | Total cache size. | |||
used_size | real | GB | Amount of space already used. | |||
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 | ||||
*number_of_copies_avoided_kb, | integer | Kb | Same as number_of_copies_avoided but in Kb. | |||
data_not_cached | integer | Kb | Data not cached due to lack of space. | |||
data_copied | integer | Kb | Total amount of data that has been copied to the cache during the rendering sessions. | |||
Maps | ||||||
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 | ||||||
number_of_mps | integer | Total number of micro polygons generated to produce the image. | ||||
average_mps_per_grid | integer | Average number of micro polygons per grid. | ||||
grids_projected | integer | |||||
grids_shaded | integer | |||||
grids_displaced | integer | |||||
number_of_primitives | integer | Total number of low-level primitives. | ||||
number_of_rejected_primitives | Total number of low-level primitives that have been efficiently rejected because they were are not seen in the image. | |||||
number_of_non_empty_buckets | integer | |||||
average_items_per_bucket | integer | Average number of items (primitive, grid, particle, etc ...) in a bucket. | ||||
maximum_items_per_bucket | integer | Maximum items found in a single bucket. | ||||
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. | ||||
number_of_trimming_operations | integer | |||||
maximum_mp_area | real | |||||
mininum_mp_area | real | |||||
average_mp_area | real | |||||
*curves_grouping_efficiency | real | |||||
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. | ||||
Space Partitioner | ||||||
number_of_nodes | integer | Total number of nodes (internal and leafs) in the space partitioner. | ||||
motion_density | real | |||||
motion_segments | integer | |||||
maximum_node_depth | integer | Maximum leaf node depth in the space partitioner. | ||||
number_of_rays | integer | Total number of rays that went through the space partitioner. | ||||
average_leafs_per_ray | real | Average number of leaves a ray encounters during tress traversal. | ||||
average_internal_nodes_per_ray | real | Average number internal nodes a ray encounters during tree traversal. | ||||
*average_depth_per_leaf | real | |||||
average_objects_per_leaf | real | |||||
Photon Maps | ||||||
number_of_photons | integer | Total number of traced photons. | ||||
number_of_interactions | integer | Total number of photon/surface interactions. | ||||
number_of_global_photons | integer | Number of photons stored in global photon maps. | ||||
number_of_caustic_photons | integer | Numbe of photons stored in caustic photon maps. | ||||
average_bounces | real | Average number of bounces a photon does before terminating or exiting scene. | ||||
average_diffuse_depth | real | Average depth of photons stored in the global photon map. | ||||
average_caustics_depth | real | Average depth if photons stored in the specular photon map. |
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