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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 | MbM | Memory used to produce the image, for a wide range of categories. | |||||
peak_vm_size | real | M | ||||||
peak_resident_size | real | M | ||||||
peak_from_malloc | real | M | ||||||
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. | ||||||
Texture Cache | ||||||||
cache_size | real | GB | Size of RAM texture cache. | |||||
cache_pressure | real | |||||||
cache_pressure_from_textures | real | |||||||
cache_pressure_from_misc | real | |||||||
footprint_of_textures | real | |||||||
footprint_of_misc | G | |||||||
Scene | ||||||||
number_of_objects | integer | Total number of high level objects passed to renderer. | ||||||
number_of_attributes | integer | Number of RenderMan attributes | 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 | ||||||||
saved_memory | real | Mb | Memory saved thanks to compression. | |||||
Reyes | ||||||||
number_of_mps | integer | Total | 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 | ||||||||
distributionnumber_of_ray_depthrays | histograminteger | Total number of traced rays. | ||||||
numberdistribution_of_shadingshader_groupscalls | histograminteger | 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 | ||||||||
Total number of shader calls. | ||||||||
travelled_distance | real | camera space units | Total travelled distance for all traced rays. | |||||
number_of_area_light_probes | integer | Total number of ray probes for area light sampling. | ||||||
average_objects_in_rays_path | real | Average number of objects any each ray crosses during scene traversal. Higher values lead to slower render. Values close to a hundred can be seen when rendering fur or hair. | ||||||
number_of_patch_intersection_tests | integer | Total count of intersection tests with the lowest level geometrical primitives in 3Delight. | ||||||
space_partition_efficiency | real | Proportion of rays hitting an object after they enter a space partition leaf. | ||||||
bounding_volume_efficiency | Proportion of rays hitting an objects they they enter objet's bounding volume. | |||||||
approximations | real | Percentage of intersection tests that used geometric approximations. | ||||||
cache_pressure | real | Pressure on displaced geometry cache. | ||||||
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 | |||||||
tree_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 | |||||||
Point-Based Global Illumination | ||||||||
number_of_evaluations | integer | Total number of lookups in the point-based representation of the scene. | ||||||
number_of_elements_per_query | real | Average number of elements considered for each query. Higher numbers usually indicate slower queries/renders. | ||||||
Point-Based Subsurface Scattering | ||||||||
number_of_nodes | integer | Total number of nodes (internal and leafsleaf) in the space partitionerdata structure (tree) used for point-based subsurface scattering. | ||||||
motiontree_density | real | depth | motion_segments | integer | ||||
maximumnumber_nodeof_depthqueries | integer | Maximum leaf node depth in the space partitioner. | ||||||
number_of_raysleaf_computations | 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. | ||||||
Number of subsurface computation performed using the leafs of the tree. | ||||||||
number_of_hierarchical_computations | integer | Number of subsurface computation performed using higher (aggregate) tree levels. Using such aggregate computations accelerate overall render time. | ||||||
minimum_visited_leafs_per_query | integer | |||||||
maximum_visited_leafs_per_query | integer | *average_depth_per_leaf | real | |||||
average_objectsvisited_leafs_per_leaf | real | query | integer | |||||
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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