Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

KeywordTypeUnitsDescription
System
    
time_to_first_pixelrealsecondsTime it take for the first pixel to appear.
network_traffictable  
disk_traffictable  
load_average
Wiki Markup
{real, real, real}
  
Profiling
timingstabletimeTime taken to produce the image, for a wide range of timed categories.
memory_profiletableMMemory used to produce the image, for a wide range of categories.
peak_virtual_memoryrealM 
peak_residentrealM 
peak_from_mallocrealM 
system_time(real, real, real)  
cpu_usage(real, real, real)  
    
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
*number_of_copies_avoided_kbintegerKbSame as number_of_copies_avoided but in Kb.
data_not_cachedintegerKbData not cached due to lack of space.
data_copiedintegerKbTotal amount of data that has been copied to the cache during the rendering sessions.
Textures
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  
texture_idsgroup List of texture ids needed to understand texture_access_statistics
Texture Cache
cache_sizerealGBSize of RAM texture cache.
cache_pressurereal  
cache_pressure_from_texturesreal  
cache_pressure_from_miscreal  
footprint_of_texturesreal  
footprint_of_misc G 
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.
saved_memoryrealMbMemory saved thanks to compression.
Reyes
number_of_mpsinteger 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_displacedinteger  
number_of_primitivesinteger 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_bucketsinteger  
average_items_per_bucketinteger Average number of items (primitive, grid, particle, etc ...) in a bucket.
maximum_items_in_a_bucketinteger Maximum items found in a single bucket.
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.
number_of_trimming_operationsinteger  
maximum_mp_areareal  
mininum_mp_areareal  
average_mp_areareal  
*curves_grouping_efficiencyreal  
Ray Tracer
number_of_raysinteger Total number of traced rays.
number_of_shader_callsinteger Total number of shader calls.
travelled_distancerealcamera space unitsTotal travelled distance for all traced rays.
number_of_arealight_probesinteger Total number of ray probes for area light sampling.
average_objects_in_ray_pathreal 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_testsinteger Total count of intersection tests with the lowest level geometrical primitives in 3Delight.
space_partition_efficiencyreal Proportion of rays hitting an object after they enter a space partition leaf.
bounding_volume_efficiencyreal Proportion of rays hitting an objects they they enter objet's bounding volume.
average_ray_packet_sizereal  
approximationsreal Percentage of intersection tests that used geometric approximations.
cache_pressurereal Pressure on displaced geometry cache.
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.

bbox_intersections(real, integer) ( bounding box intersection per ray, total bbox intersection )
    
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  
tree_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  
average_packet_size_at_rootreal Ray packet size when packet is entering the root of the tree
average_packet_size_at_leafreal Ray packet size when packet is entering a leaf of the tree
number_of_bbox_intersectionsinteger  
number_of_bbox_intersections_per_rayreal  
Point-Based Global Illumination
number_of_queriesinteger Total number of lookups in the point-based representation of the scene.
number_of_elements_per_queryreal Average number of elements considered for each query. Higher numbers usually indicate slower queries/renders.
Point-Based Subsurface Scattering
number_of_nodesinteger Total number of nodes (internal and leaf) in data structure (tree) used for point-based subsurface scattering.
tree_depthinteger  
number_of_queriesinteger  
number_of_leaf_computationsinteger Number of subsurface computation performed using the leafs of the tree.
number_of_hierarchical_computationsinteger Number of subsurface computation performed using higher (aggregate) tree levels. Using such aggregate computations accelerate overall render time.
minimum_visited_leafs_per_queryinteger  
maximum_visited_leafs_per_queryinteger  
average_visited_leafs_per_queryinteger  
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.

...