So I’m trying to bake a huge scene (an asteroid field). I already pulled down all the settings:
0.0001 Realtime resolution, 0.01 precompute resolution.
Enlighten starts calculating. Lighttransport… Systems… but at “Building Bakeresource”, JobProcess.exe starts to eat all my RAM. My mouse pointer starts stuttering and then it gets stuck in a loop where every now and then “‘CreateBakeResource’ failed to read input file” Exceptions occur.
Interestingly, GI calculated correctly when the asteroid field isn’t flagged “lightmap static”. Aren’t this supposed to speed up the process?
Is this really a “not enough RAM” problem? Is there some other values I can reduce to create GI for big space scenes?
I think it’s rather the case the I do not fully understand the GI workflow in general. What has to be lightmap static and what not and if this is a good thing and whata these lightmap parameters do…
But I can imagine, I just saw a slight chance that I don’t have to upload 8 Gigs :).
So bug report it is. Thanks for the quick reply
I’ve cleaned up my project and opened a case with the Scene attached. I did not include the 40 GB in the GICache folder, hopefully this is not necessary. Have fun fiddling around with it and thanks in advance :).
Your Baked GI → Baked Resolution is set to 1, which looks too high for your asteroid belt scale level. Lowering it to 0.01 made the scene bake rather fast and without insane memory usage.
Starting a bake with Baked GI → Baked Resolution set to 1 quickly maxed out my 16 Gb of RAM.
That was it. Thanks!
But it’s not clear for me when unity uses “baked resolution” and “realtime resolution”. I thought the baked resolution is used when I set a light to “baked” but my only light was set to “Realtime”.
Switching the Light between “baked” and “realtime” gives me a totally different look even if I match all settings for resolution and atlas size of baked and realtime GI.
Means “Realtime” mode now no GI, only direct light?