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OpenRL reported error code 502: OpenRL error occured

Discussion in 'Global Illumination' started by roundyyy, Sep 20, 2020.

  1. roundyyy

    roundyyy

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    Hello,
    Could you explain me what is this error related to? It doesn't appear on lower lightmap settings.
    I'm using CPU progressive , Unity version 2018.4.12f1 (have to use this one)

    OpenRL reported error code 502: OpenRL error occured: RL_INVALID_OPERATION: Gather resources failure during rendering.

    Any help would be really appreciated.
     
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

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    This issue was fixed in Unity 2019.3 and onwards. This was a substantial overhaul to our ray scheduling logic, and thus will not be backported to 2018.4.
    If possible, please try upgrading to the latest 2019.4 LTS build. That will fix this issue.
     
  3. roundyyy

    roundyyy

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    Thank you for your answer. Unfortunately due to nature of the project I have to work on 2018.4. Is there any way to bake lightmaps on newer version and then export it to 2018?
     
  4. kristijonas_unity

    kristijonas_unity

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    I've never tried it myself, as downgrading is not officially supported, nor it is encouraged. You could try baking the lightmaps in 2019.4 and then copy them over to your 2018.4 project. Lightmap textures will be exported to disk, just like any other texture.
     
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  5. roundyyy

    roundyyy

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    Ok, will try :)
     
  6. roundyyy

    roundyyy

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    Unfortunately got this :
    ....LightingData.asset' because it was serialized with a newer version of Unity. (Has a higher SerializedFile version)
     
  7. kristijonas_unity

    kristijonas_unity

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    Yeah, that's expected. Try copying over the lightmap textures (.exr files) themselves. Ignore the LDA entirely.
     
  8. roundyyy

    roundyyy

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    I did it, but lightmaps has not been applied (cause no LDA). Any chance to edit SerializedFile version? Or any way to recreate exact LDA, but with 2018 version?
     
  9. KEngelstoft

    KEngelstoft

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    You first have to create an LDA in 2018, it is highly likely that a 2019 version will not be compatible. Once you have that you can copy over the lightmaps.
     
  10. roundyyy

    roundyyy

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    So I understand that to make LDA in 2018 I have to finish baking process (even with these errors) and do exactly the same bake in 2019 and copy lightmaps. What can I lower in 2018 lightmap settings to keep exactly the same amount of lightmaps etc. so lightmaps from 2019 will fit to it. I think lightmap size, anything else? lightmap resolution? Or everything have to be exactly the same? So far I had to go back to Enlighten, but if I can use 2019 to bake it, I would prefer it. Thank you
     
  11. roundyyy

    roundyyy

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    Just bumping up my last question, thanks
     
  12. roundyyy

    roundyyy

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    I think I've found workaround so posting for those that have this problem. For example in 2018 I set 2 texels per unit and 128 resolution (higher values will cause errors,), then I copy project completely, open it with 2019, bake the lights with higher settings, by multiplying both values. So if 2018 scene have 2texels and 128 resolution , then on 2019 I do : 4 and 256 or 8 and 512 or 16 and 1024 and so on..(other settings looks like don't matter) This way I have the same amount of lightmaps and transfer them to 2018 lightmap folder overwriting existing ones, except Lighting Data asset (2019). 99% lightmaps are applied, still few objects left without it, but I can live with it. Other problem is that I don't see lightmaps in inspector of object, but they are applied
     
  13. uy3d

    uy3d

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    Have you also made sure that the correct lightmaps are applied when building a player?
     
  14. roundyyy

    roundyyy

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    I made a video for those stuck in 2018 and with OpenRL502 errors