I have same issue with Unity 5.3.0f again!!!
Same issue on 5.3.0f4 again!
Yep…unusable for my large mobile scenes…going to spend 40+ hours to bake all light in maya…I have no choice…my baked scene in 4.6 will not work…after 3 months…no resolution…
Got a new 2K$ computer…same behavior. 5.3 stuck…using 100% CPU…I will not pay for software that I can not use in production…Fix it, I will renew my subscription…
P
Just saying that my scene that baked fine in 5.2 is also stalling on baking indirect in 5.3, stuck for 24 hours at 100% CPU.
Imagine, your new sportscar, in the garage, the engine red lining the RPM’s overnight…yikes!
ie…engine is cpu, rpms is cpu percentage…red line is the max line on the guage…get it?
…What?
I get what you’re saying. The issue is that during the bake, the UnityJobProcess.exe terminates and Unity/Enlighten starts a new “UnityJobProcess.exe”. This could happen hundreds of times during the bake. If Unity could figure out a way to re-use the same UnityJobProcess.exe for the whole bake, we could go to the Task Manager and set the process priority so we could control the amount of CPU usage. But this is not really possible when current process keeps getting “killed” and new process starts. I also don’t feel comfortable having 98% CPU usage constantly overnight. You have to pray that the CPU fans can keep the CPU cool.
I know its not a permanent solution but i use this little tool to get the UnityJobProcess under control.
It lets you save the priority for the process even if its closes and restarts. For that it will have a little service in the background that keep the priority the same.
http://www.askvg.com/how-to-permanently-set-process-priority-in-windows-task-manager/
Did you have a look at the resolution and chart layout that your scene uses? This post covers how to set up a scene for fast baking Unity Blog the same tricks that makes realtime GI precompute faster will speed up baked GI.
Thanks for this link. I was going to look for something like this eventually. This could be useful for increasing the priority and/or lowering it. .
@KEngelstoft I don’t see any “chart” for my objects when I look in the lighting panel. The charts are blank, does realtime GI need to be turned on or something to see them? I am attempting to use ONLY Baked GI, which seems to be really neglected (realtime lights that double apply, etc). Also, there seems to be no way to independently set Indirect resolution per object, just a global indirect resolution setting. I want to preserve my shadow quality but tune the indirect, is that even possible?
I reported this as a “bug” on December 2, have not got a response back yet.
http://forum.unity3d.com/threads/lightbaking-nothing-shows-up-in-the-preview-window-after-restarting-unity.363110/
Is this the same issue you are having?
Hmm, no, not exactly, I DO see information in the Baked Intensity tab, just nothing in the “charting” tab. I don;t know if that is because I have realtime GI turned off.
The visualizations are currently only showing when the GI bake is in progress or if you have realtime GI enabled. This is not optimal and we hope to fix this.
You can adjust GI per object by assigning a new Lightmap Parameters to it. Do this in the Object tab of the Lighting window.
Hi, i too am stuck on Bake Indirect. It has been going for 45 hours… Two UnityProcess.exes going both at 100%. I am using “Default-LowResolution” and a Baked Resolution of 30 (This number seems to have no effect, it never completes.) Baked GI only (no RealtimeGI).
Scene is fairly large but made of low poly object. 11k Tris. 90% static. 2 Directional Lights, 8 spotlights.
I am using Unity 5.3.1f and my PC is an I7 with 16GB ram.
Did the fix mentioned about for Unity 5.2 get integrated into 5.3?
Thanks.
People are reporting getting stuck at 12/16 Bake Indirect in all versions of 5.3, up until the latest 5.3.3f1.
http://answers.unity3d.com/questions/1076076/lightmapping-stuck-at-1216-bake-indirect-1-jobs.html?page=2
The Unity log file (C:\Users\YOUR NAME\AppData\Local\Unity\Editor\Editor.log) only seems to report when a job group has completed. Says nothing about what it is starting and what’s going on before it hangs.
Furthermore, your documentation page for enlignten just states the names of each baking stage and nothing about what they do.
I have no idea how am I supposed to report or debug these problems, and to a large extent even what bake settings to use.
Here’s my log after the precompute (light transport stage):
Now it’s stuck at 12/16 Bake Indirect | 1 jobs (I also left it on this job all night last night and nothing)
My Precomputed Realtime GI is off, my Indirect Resolution is 1, direct res is 40. My mesh size in lightmap is small enough to not give any warnings in the individual mesh lightmap inspector. My Default Parameters are Default-LowResolution (which halves all resolutions).
I have about 320 lights (point, spot, and 1 directional) in a 120x120x50 meter scene. It takes 22 hours to bake on an i7-2700K. If I try on an arbitrary subset of 32 lights, it works in 10 minutes. I can’t brute force debug all combinations though.
PS: Y’know what else would be nice? Having the option to see a timestamp in your log file.
Have you tried decreasing the indirect resolution?
You can report the problem, using the bug reporter that is built into Unity. http://answers.unity3d.com/questions/9292/how-do-i-report-a-bug-in-unity.html
Yes, it did get integrated into 5.3. What is your indirect resolution?
I thought the forum consensus was to keep decreasing your resolutions in order to avoid crashing or freezing. So I did try 0.1 to 2.
Now I increased my baked Indirect Resolution to 4. My Default Parameters are still the same: default low res.
Left it on all night, and now I got stuck at 5/11 Clustering | 1 job (but it seems 0 clustering jobs worked).
I found 999+ of this in my log:
Everything is failing and I a blind to why. I am a teensy bit ticked. Is there a technical paper on how Unity’s Enlighten works? I just can’t fathom why you’d keep running into “this is too high / this is too big” issues. No other baking tech ever runs into this problem afaik.
- So Bake Indirect will fail (on the last job? with no other log file errors?) if indirect resolution is too big. Though I’m sure this is linked to the Scale in Lightmap and / or Min Chart Size for every mesh.
- Clustering will fail first if the Indirect Resolution is even larger than what is required for Bake Indirect to fail.
- I’ve also had Light Transport fail on me. Is that linked to Baked Resolution size? I’ve seen people bake small-ish scenes with Baked res of like 120 and a huge scale in lightmap and succeeded. I wonder what the sweetspot is per surface area.
[UPDATE]: I made every mesh’s “Scale in Lightmap: 0.01”, and “Min Chart Size: 2 (Minimum)”. And now I’m not getting clustering errors (so far).
I have also started a separate machine with the settings above but also an indirect resolution of 0.05.
But these will give unacceptable quality.
[UPDATE 2]: All failed. Stuck on last job of Bake Indirect. Now trying an Indirect Resolution of 0.001.
[UPDATE 3]: SUCCESS (as in, no stalling or crashing, it finished). Setting Indirect Resolution to 0.001 ( a whopping 4000 times less than the default value).
I noticed that throughout the bake process, my Jobs were using much less ram, ~600MB instead of 6GB. Which makes me think I am now not using as many resources and getting as high a quality as I should. (I have 16GB ram and ssd)
Most things have a “Scale in Lightmap: 0.01”, also some things “Min Chart Size: 2 (Minimum)” (flat things, or staircase-like things with 90 degree angles).
Here are the other settings I used (which were also chosen to get rid of some shading artifacts). Maybe it’ll help some of the other poor souls tormented by Enlighten:
Now I just have to keep upping the quality as much as I can.
With the latest patch of 5.3.3p2, this issue still persists (even though in the notes it appears to have been addressed). Unity gets stuck indefinitely at “12/16 Bake Indirect | 1 jobs”.
We’ve had to go back to 5.2.2p4 in order to bake the scene succesfully.