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Official Progressive GPU Lightmapper preview

Discussion in 'Global Illumination' started by KEngelstoft, Sep 26, 2018.

  1. newguy123

    newguy123

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    When's the 2023.2 alpha out then?
     
  2. Shizola

    Shizola

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    Jun 29, 2014
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    It was released today.
     
  3. Peter54

    Peter54

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    Apr 22, 2020
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    I tested it with
    https://assetstore.unity.com/packag...sets-for-pc-mobile-industrial-set-v3-0-101429
    The only change was from Enlighten to GPU Progressive. The setting was 4096 on lightmap size. Since the graphics card only has 4GB, the lightmapper switched to the CPU. I canceled by pressing cancel and changed the max size to 1024 and GPU. The bake failed despite this and passed to the CPU. Everything works if I restart Unity.
    Tested with 2019.4.30 and 2021.3.21.
     
  4. KEngelstoft

    KEngelstoft

    Unity Technologies

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    Please use 2023.2 where the GPU lightmapper is out of preview. Since 2023.1 Unity provides a "Baking Profile". This can be found in the Lighting window when using the GPU backend in on-demand mode, and offers users a tradeoff between performance and GPU memory usage when baking lightmaps.
     
  5. dizzy2003

    dizzy2003

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    Nov 25, 2013
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    Using Unity 2023.2.5f1
    We only bake probe volumes

    should I worry about this error OutOfMemoryException: Out of memory in BLAS buffer (stack at end) It goes on to complete but as far as I can tell non of the baked light probes are providing any global illumination, the render debugger global illumination shows as a grey world

    When I select a light probe in a scene it says the Probe has never been baked or has changed since the last bake

    Strangely I get the same error selecting CPU lightmapper

    With GPU I also get

    OpenCL Error. Error callback from context: CL_OUT_OF_HOST_MEMORY error executing clFlush on NVIDIA GeForce RTX 2080 Ti (Device 0).

    and

    Light baking failed with error code 3 ('BakeJobInitializeLightmapData' failed because it ran out of memory.).

    We do have a about 20 scenes covering about 3km x 3km with about 24 terrain objects and a lot of dressing..



    OutOfMemoryException: Out of memory in BLAS buffer
    UnityEngine.Rendering.UnifiedRayTracing.ComputeRayTracingAccelStruct.AllocateBlas (System.Int32 allocationNodeCount) (at ./Library/PackageCache/com.unity.rendering.light-transport@1.0.0/Runtime/UnifiedRayTracing/Compute/ComputeRayTracingAccelStruct.cs:370)
    UnityEngine.Rendering.UnifiedRayTracing.ComputeRayTracingAccelStruct.AllocateBlas (UnityEngine.Rendering.UnifiedRayTracing.GeometryPoolHandle geometryHandle, UnityEngine.Mesh mesh, System.Int32 submeshIndex, UnityEngine.Rendering.RadeonRays.MeshBuildInfo& buildInfo, UnityEngine.Rendering.UnifiedRayTracing.BlockAllocator+Allocation& blasAllocation) (at ./Library/PackageCache/com.unity.rendering.light-transport@1.0.0/Runtime/UnifiedRayTracing/Compute/ComputeRayTracingAccelStruct.cs:212)
    UnityEngine.Rendering.UnifiedRayTracing.ComputeRayTracingAccelStruct.GetOrAllocateMeshBlas (UnityEngine.Rendering.UnifiedRayTracing.GeometryPoolHandle geometryHandle, UnityEngine.Mesh mesh, System.Int32 subMeshIndex) (at ./Library/PackageCache/com.unity.rendering.light-transport@1.0.0/Runtime/UnifiedRayTracing/Compute/ComputeRayTracingAccelStruct.cs:181)
    UnityEngine.Rendering.UnifiedRayTracing.ComputeRayTracingAccelStruct.AddInstance (UnityEngine.Rendering.UnifiedRayTracing.MeshInstanceDesc meshInstance) (at ./Library/PackageCache/com.unity.rendering.light-transport@1.0.0/Runtime/UnifiedRayTracing/Compute/ComputeRayTracingAccelStruct.cs:61)
    UnityEngine.Rendering.UnifiedRayTracing.TerrainAccelStructExtensions.AddHeightmap (UnityEngine.Rendering.UnifiedRayTracing.IRayTracingAccelStruct accelStruct, UnityEngine.Rendering.UnifiedRayTracing.TerrainDesc terrainInstance, System.Collections.Generic.List`1[System.Int32]& instanceHandles) (at ./Library/PackageCache/com.unity.rendering.light-transport@1.0.0/Runtime/UnifiedRayTracing/Common/TerrainAccelStructExtensions.cs:51)
    UnityEngine.Rendering.UnifiedRayTracing.TerrainAccelStructExtensions.AddTerrain (UnityEngine.Rendering.UnifiedRayTracing.IRayTracingAccelStruct accelStruct, UnityEngine.Rendering.UnifiedRayTracing.TerrainDesc terrainInstance) (at ./Library/PackageCache/com.unity.rendering.light-transport@1.0.0/Runtime/UnifiedRayTracing/Common/TerrainAccelStructExtensions.cs:34)
    UnityEngine.Rendering.ProbeGIBaking.BuildAccelerationStructure (System.Nullable`1[T] contribs, System.Int32 mask) (at ./Library/PackageCache/com.unity.render-pipelines.core@16.0.5/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs:50)
    UnityEngine.Rendering.ProbeGIBaking.ApplyVirtualOffsets (System.Nullable`1[T] contributors, UnityEngine.Vector3[] positions, UnityEngine.Vector3[]& offsets) (at ./Library/PackageCache/com.unity.render-pipelines.core@16.0.5/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs:113)
    UnityEngine.Rendering.ProbeGIBaking.ApplySubdivisionResults (UnityEngine.Rendering.ProbeSubdivisionResult results, System.Nullable`1[T] contributors, UnityEngine.Matrix4x4 refToWS, UnityEngine.Vector3[]& positions) (at ./Library/PackageCache/com.unity.render-pipelines.core@16.0.5/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs:2308)
    UnityEngine.Rendering.ProbeGIBaking.RunPlacement () (at ./Library/PackageCache/com.unity.render-pipelines.core@16.0.5/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs:2113)
    UnityEngine.Rendering.ProbeGIBaking.OnBakeStarted () (at ./Library/PackageCache/com.un
     
    Last edited: Feb 7, 2024
  6. Shizola

    Shizola

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  7. Pema-Malling

    Pema-Malling

    Unity Technologies

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    Looks like texel validity artifacts to me. Might be fixed by enabling double sided GI or fiddling with the backface tolerance. Given what the author wrote, I assume the scene has a bunch of exposed backfaces.
     
    Shizola likes this.
  8. Jesper-Mortensen

    Jesper-Mortensen

    Unity Technologies

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    I think @peam-malling is right. You can use the validity debug view to locate the objects with exposed backfaces and assign a material with double sided GI enabled on them. That should fix this.