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  1. #1
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Location
    French, Montréal, Canada
    Posts
    118

    Default Build lightning keep crashing

    Hi everyone, i have a huge pb and can't figure how to solve this!

    trying to build the ligh but it keep crashing at 16%. but when i'm selecting some of the staticmesh and build the light, its working?
    And its not because its out of memory. So i don't know what could it be!!


    10:29:52 PM: [Interface:TryOpenConnection] Local connection established
    10:29:52 PM: [Job] Accepted Job 95CB9A4B-4FCCEEF4-0D773B8C-64F489F7
    10:29:53 PM: [Job] Launched Job UnrealLightmass_2012-01-27_15-29-49_982368-64bit.exe
    10:29:53 PM: [Job] PID is 7828
    10:29:53 PM: [Job] GUID is "95CB9A4B-4FCCEEF4-0D773B8C-64F489F7"
    10:29:53 PM: Log file created: UnrealLightmass_GABRIEL_DF5B2F9049B4E295A26C7C9238 B094D2.log
    10:29:53 PM: Lightmass WIN64 started on: GABRIEL. Command-line: "C:\UDK\UDK-2012-01\Binaries\SwarmCache\Jobs\Job-95CB9A4B-4FCCEEF4-0D773B8C-64F489F7\UnrealLightmass.exe" 95CB9A4B4FCCEEF40D773B8C64F489F7 -trisperleaf 4
    10:29:53 PM: Processing scene GUID: 95CB9A4B4FCCEEF40D773B8C64F489F7 with 4 threads
    10:29:53 PM: Building static lighting...
    10:29:53 PM: [Job] Found a parent connection for PID 7828
    10:29:53 PM: [Job] 0A919F18 -> 79C2F8C6
    10:29:53 PM: [Interface:TryOpenConnection] Local connection established
    10:29:54 PM: Measured CPU frequency: 2.66 GHz
    10:29:54 PM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
    10:29:54 PM: Number of texture mappings: 3334
    10:29:54 PM: Number of vertex mappings: 0
    10:29:54 PM: Number of terrain mappings: 0
    10:29:54 PM: Number of fluid mappings: 0
    10:29:54 PM: Number of landscape mappings: 4
    10:29:54 PM: Number of SpeedTree mappings: 995
    10:29:54 PM: Number of BSP mappings: 0
    10:29:54 PM: Number of static mesh instance mappings: 3334
    10:29:54 PM: Number of SpeedTree mesh instance mappings: 995
    10:29:54 PM: Reserving memory for 4333 meshes, 6895766 vertices, 5026304 triangles
    10:29:56 PM: Scene surface area calculated at 0.000 million units (0.000% of the estimated 5487914385408.000 million units)
    10:29:56 PM: Importance volume surface area calculated at 917.622 million units (20.094% of the estimated 4566.612 million units)
    10:30:03 PM: Building kDOP took 6.87 seconds.
    10:30:03 PM: Static lighting kDOP: 3249302 nodes, 1624652 leaves, 6498608 triangles, 6891886 vertices
    10:30:03 PM: Static lighting kDOP: 23.721% wasted space in leaves
    10:30:03 PM: kDopTree.Nodes : 347.1Mb
    10:30:03 PM: kDopTree.SOATriangles : 446.2Mb
    10:30:03 PM: kDOPTriangles : 0.0Mb
    10:30:03 PM: TrianglePayloads : 151.3Mb
    10:30:03 PM: MeshInfos : 0.0Mb
    10:30:03 PM: Vertices : 105.2Mb
    10:30:03 PM: UVs : 52.6Mb
    10:30:03 PM: LightmapUVs : 52.6Mb
    10:30:03 PM: Static lighting kDOP: 3249302 nodes, 1624652 leaves, 6498608 triangles, 6891886 vertices, 1155.0 Mb
    10:30:03 PM: Processing...
    10:30:03 PM: EmitDirectPhotons complete, 0.406 million photons emitted in 0.6 seconds
    10:30:06 PM: EmitIndirectPhotons complete, 0.551 million photons emitted in 2.0 seconds
    10:30:06 PM: Marking Irradiance Photons complete, 0.213 million photons marked in 0.2 seconds
    10:30:18 PM: Caching Irradiance Photons complete, 1.523 million cache samples in 12.1 seconds
    10:30:19 PM: Calculate Irradiance Photons complete, 0.034 million irradiance calculations in 0.4 seconds
    10:31:56 PM: Lighting 10.0%
    10:33:26 PM: Lighting 20.0%
    10:34:06 PM: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: -1073740940
    10:34:06 PM: [MaintainConnections] Detected dropped local connection, cleaning up (79C2F8C6)
    10:34:06 PM: [CloseConnection] Closing connection 79C2F8C6 using handle 79C2F8C6
    10:34:06 PM: [CloseConnection] Connection confirmed for disconnection 79C2F8C6
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [UpdateTaskState]: Task Killed locally by GABRIEL, counted as failure
    10:34:06 PM: [CloseConnection] Connection disconnected 79C2F8C6
    10:34:06 PM: [GetMessage] Safely returning to 79C2F8C6 with no message
    10:34:06 PM: [MaintainConnections] Local connection has closed (79C2F8C6)
    10:34:06 PM: [MaintainConnections] Removed connection 79C2F8C6
    10:34:13 PM: [CloseConnection] Closing connection 0A919F18 using handle 0A919F18
    Anyone can help me with this?
    Last edited by lebaje; 04-24-2012 at 10:50 PM.

  2. #2

    Default

    How complex are the object in the scene? How many polygones are there? Are all the objects unwraped? Try to start with some basic setting just one spot light, see if that works first. Just a couple ideas, we need more info to help as I cant read this yellow script thingy : )

  3. #3
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Location
    French, Montréal, Canada
    Posts
    118

    Default

    I figure it out...kind of

    its the landscape that was crashing everything. Didn't find the way yet to fix it, but by selecting everything execpt the landscape, i was able to bypass the pb. One thing, how do i exclude the foliage from the built light??

  4. #4
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Location
    French, Montréal, Canada
    Posts
    118

    Default

    Aright, the problem was that i hmmmm...abused... a little bit of the foliage. So its was the grass that was crashing the light baking
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  5. #5

    Default

    Sorry for bringing this thread up again. But I got the same problem. How did you exclude the foliage from the light building process? I've aplied some foliage via the udk foliage tool and I am using a landscape too.

    The very last lightmap which should be encoded crashes udk. Is there a way to find out which mesh/lightmap is the reason for that?

    Thanks in advance.
    Edregol

    Edit: I've tried to build the light without any foliage and landscape. UDK Still crashes.

    I've read, that the crashing might be caused by any kind of memory shortage. I can't imagine how this could occure, since my pc got 16 gigs of ram. While rendering the lightmaps udk uses like 6 gigs of it. I even increased the virtual memory of Windows to 10 gig. But UDK still keeps crashing. Decreasing the lightmap resolution of some meshes doesn't do the trick either.

    Is there a way to sperate the lightbuilding process into several parts? Or might levelstreaming do the trick?
    Last edited by Edregol; 08-14-2013 at 03:49 AM.

  6. #6

    Default

    Edregol, did you ever figure out your problem? I'm crashing on the last lightmap too!

  7. #7
    MSgt. Shooter Person
    Join Date
    May 2013
    Posts
    97

    Default

    Lightmass can crash for many reasons, but the biggest one is having too many objects with too high of a light map resolution. Foliage actors come by the hundreds, sometimes thousands. The system can't calculate the lighting for each one and the shadows without an immense amount of processing.

    To turn off shadows, go to the foliage editor. On the left side of the foliage settings you want to adjust, click the "i" button, and turn of static shadows. You'll also find options for whether or not to use precomputed lighting at all.

    In your content browser, double click the static mesh of the foliage that's giving you problems. It'll open up the static mesh editor. By default, the lightmap resolution is set to 32 pixels squared for each object. Unfortunately, this means baking lighting for 1024 pixels on every blade of grass in your scene. By lowering this to 8, or 64 pixels per foliage mesh, you can cut the memory imprint of foliage down to 1/16 of the default settings, and you can cut your baking times down to that much too. In my experience, 8 looks pretty nice for foliage.


 

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