Hello,
I’ve been using unreal lately transitioning from offline rendering to expand my skills.
Have a question about memory management while using gpu lightmass, I am starting to get of of memory errors since yesterday when trying to compile lighting for a scene (lighting blocking no textures)
granted I haven’t used any handmade lightmaps yet, for the sake of speed on iteration (still on modeling/set dressing stage) I’ve been exporting datasmith geo, bringing it into unreal and then putting min/max auto lightmap (512/2048), at the moment I’ve been focusing on getting lighting working with automatically generated lightmaps on geo.
talking about a triplex appartment interior, walls, floors although no uvs are detached properly (so no ultra big pieces) overall is not what I would consider a lot of geo and I have a “decent” workstation. evga rtx2080 - 8gb (no ti), threadripper 2950x , 64gig memory… etc.
also would like to mention I am using baked lighting (skylight with hdri 4k), no directional, some rectangular lights, lightmass portals, lightmass volume (tight to the mesh to optimize calculations),
and some spotlights, no textures.
I am using raytracing through for reflections/shadows, and start to have the compiling issue while clicking on raytrace refraction bounces as I noticed glass was rendering dark when two glass doors where one in front of the other (maybe someone has a tip on this?)
So all this being said, I am thinking that because I am calculating lightmass I am using 8gb of memory in the video card instead of the full system memory, 64gb with cpu? I will of course optimize the scene when time comes for uvs, materials etc, but surprised to have a run out of memory message all of the sudden. (everything else in the computer is closed, only unreal running).
any advice would be appreciated I switched to gpu lightmass for speed sake, but memory bottleneck is starting to become an issue, not sure if a quadro rtx 5000 would be worth.
cheers