Utilities

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Clear Memory

Clear all video memory (i.e. textures, meshes, hair etc.). Note that after refresh frame all needed items need to be uploaded to video memory again.


Refresh Reflection Maps

Rebuild all static reflection maps. See Reflections section for more details about static and dynamic reflection maps.



Draw Wireframe

Wireframe can be rendered on selected obejects in beuaty pass or as separate wireframe pass.


Draw Wireframe

Enable wireframe rendering on selected or all objects in scene.


Wireframe Color

Objects are rendered as wireframe with specified color.



Texture sizes settings


Texture sizes is technique for displaying sizes of textures related to screen space. This allows control between texture resolutions, because if texture is too large, you could use smaller texture with same quality result but with less memory usage. Results are displayed as colors where white color means, that texture resolution matches screen resolution (or their multiples with using Size tolerance), red color means, that texture is larger than is needed and green color means, that texture is smaller. For optional memory and quality usage try to have colors between white and red. Note that this attributes are used only if Textures sizes output pass is selected.

Texture type

Select texture type to be displayed in textures sizes pass.


Size tolerance

Determines tolerance between screen space size and texture size. Values in this attribute mean that boundary between texture size and screen size is multiple of texture size. This is value equal to 1 means no tolerance (1 pixel in texture space = 1 pixel in screen space), other values mean 1 pixel in texture space = value pixels in screen space.



Time & Memory Debug

(experimental) - This allows gathering information about time and memory consumption. These attributes have only informational character and are ONLY for DEBUG.


Time Debug

Enable or disable time debug for rendering. Time debug report is saved to csv file in File Name attribute. You can see report from last frame in Maya window too by using Show last time report in Maya window.


File Name

Path and file name without extension for saving time debug report (see File Name and Path Variables in Output Settings Node section for more detail about path construction).


Show last time report in Maya window

If is Time Debug enabled and frame was rendered, then you can see time debug report in Maya window using this button. In Maya windows, time report is structured by rendering passes sorted by Max Time in default and allow sorting by other values. Displayed values are:



NOTE: Name, CPU Time, Render Time and Max Time values are computed for each item, otherwise other values are computed only for some items (meshes, hair, fluids, etc.).


Memory Debug

Enable or disable memory debug for rendering. Memory debug report is saved to csv file in File Name attribute. You can see report from last frame in Maya window too by using Show last time report in Maya window.


File Name

Path and file name without extension for saving time debug report (see File Name and Path Variables in Output Settings Node section for more detail about path construction).


Show last time report in Maya window

You can see memory debug report for last frame in Maya window using this button.

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