We are trying to bake all of our existing scenes but we seem to get a lot of errors while doing so. We get the following:
terrainInstanceHashes.find (instances*.instanceID) != terrainInstanceHashes.end ()* Failed opening GI file: ‘c3/c3b069c38a4b0b47c6f6a34933375fbf.ppg’. Sometimes it doesnt work after this but sometimes it does not seem to matter. I also cleared my cache but that does not seem to help for the opening GI file.
Can you please file a bugreport with your scene attached? The terrainInstanceHashes.find (instances.instanceID) != terrainInstanceHashes.end () message indicates that one of your terrain instances are getting lost in the process.
Thanks!
I have submitted a scene where it happens: (Case 679908)
I also had different errors while baking a pretty large scene namely:
‘Visibility’ job failed with error code: 4294967295 (‘Unknown error.’). Failed executing external process for ‘Visibility’ job. Exit code: ‘-1073741819’. Failed executing external process for ‘Visibility’ job. Exit code: ‘-1073741510’. Failed executing external process for ‘Visibility’ job. Exit code: ‘1’.
I’m also having this issue. I’m getting these error messages while trying to bake lighting:
Failed executing external process for ‘Clustering’ job.
Failed executing external process for ‘Visibility’ job.
The baking process has been going for approximately 7 hours. I have a pretty large scene. Baking in 4.6 used to take 3 to 4 hours, but I haven’t been able to get it to bake in Unity 5 yet.
Any idea on how to resolve this?
I tried baking yesterday and it ran for 15 hours without finishing. It’s getting hung up on Light Transport 7/11. I would hate to have to downgrade to 4.6 after putting a lot of work into getting Unity 5 to run without errors.
I also tried lowering my baking settings as much as I could.
We have had many of the same issues as you, but three changes to my system has made a BIG difference: More RAM, bigger GI cache size and specified parameters for meshes that are flat and cover big areas. Enlighten has problems with those…
16GB is too little on a big scene. When I bake I peak at memory usage around 22-23GB.
I upped the default GI cache size from 10GB to 100GB. It peaks at around 30GB usage, but if you have the space, just put it at max for good measure. All errors are gone now. It still takes longer than Beast, but at least it finishes
Thanks for the tips. I’ll try some of that stuff out. How are you specifying parameters for meshes that are flat and cover big areas?
There has to be a better solution than have a “monster” rig though, right? I mean imagine Unity telling people they can only bake lightmaps if they have 22-23 GB of ram and 30 GB of free hard drive space and run everything at the lowest possible settings and … 7 hours of time? That’s a ridiculous request.
Under the object tab of the lighting system, you can specify a parameters file per object. It will by default be “Default”, but if you right click in the project window, you can choose to create a new “Lightmap parameters” asset. After creation you can choose it from the dropdown in the objects tab. Hope it helps
I’m using 5.3.4 .When I baking my scenes,the same error happened.So i try to close my precomputed realtime GI ,clean GI cache,set a bigger Cache size and change the Cache Folder Location,everything is gone!
So……did you try to set a bigger Cache size for example 20G+ ?~When the problem is happening,my max Cache size is 10G and 6.4G had been used.So maybe the most problem is the unused space size?~~
I am also having a baking error “failed executing external process for ‘bake runtime’ job” and due to this error, Shadows are gone even after checking both PreComputed Realtime GI & Baked GI in Lighting Section but unchecking Baked GI component displays the shadows. It is weirdly worst. If anyone has a solution please inform us.
I’m having problems with the Light baking like everyone else. I finally got past the light transport process without any errors. However I get a error “Failed executing external process for ‘Baking Resources’ job”, with no additional information. On 3/17 Baking Resources. All 30 gigs of memory get taken up in about minute or less. I have a solid rig , plenty of disk space and the GI cache is set to max.
What size is considered too big by the light mapper?
Does the shape of the mesh have anything to do with it? For example a plane or concave vs convex shape.
Any other suggestions?
Edit: Okay after another day for testing what I discovered isn’t making much sense to me.
Upgraded to 5.6.2.f1
Cleared the GI Cache.
I sliced one big object into a bunch of small pieces.
Created a new project imported the sliced up object.
Set all the pieces of the sliced up object to “Static”
No Other assets imported.
Baked the scene with the default settings with exception to changing the Light Map Parameters drop down to Very Low Resolution.
Bakes fast and with no errors… That’s good.
However…
It doesn’t work when I.
Open my original project (very big).
Create a new scene.
Clear the GI Cache.
Add that exact same sliced up object to the blank scene.
Set all pieces to “Static”
Import settings for that object are the same between the two projects.
The light bake settings are the same between the two projects.
Fails with ‘Baking Resources’ job failed with error code: 3 (‘Failed reading Bake Input System file.’).
Only differences I can think of.
Original project has been migrated over several versions of Unity vs the new project was just created in the latest version 5.6.2.f1
Some asset in the original project is somehow interfering with the light baking. Perhaps the Alloy shader frame work which the original project is using but not the new one. Either way I can’t spend days working on this , so any suggestion are greatly appreciated.
No matter if I check or uncheck both, or one is checked while the other unchecked, I still get the “Failed executing external process for ‘Bake Runtime’ job.” error every time I change scenes. Has anyone found a resolution or reason for this?
Unity 2018.3.0f2 (64-bit). I have 16GB of RAM, Almost over 4TB of harddrive space. I don’t mind long bake times. Click, go to sleep, see the results in the morning–if I have to. But if I hear my PC screaming and peeping that it’s out of memory for baking a low-quality scene, what will happen when I bake something at a higher level of quality. It looks like this has been an ongoing problem. Any know of a fix?
Hey WhiteEyes, that seems a different problem than above. Could you report a bug please? Previous issue (case 679908) was closed and verified on version 2017.3.0p1 and 2018.2.0a1.