Movie Render Graph inconsistent

Hey hey, community and @shauncomly

Im trying to render transparent glass on its own layer, with a room on its own render layer.

Ive set up the graph to give me what i want (when testing with 2 frames rendered), but when i go to render the whole frame range it behaves differently:

A visual summary:

Graph preview:

just did a test with Pathtracing on a small frame range and it seems to be working, so I assume Pathtracing is the preferred rendering method rather than Deferred?

i tried rendering Pathtracing for the glass and Deferred for the Room, but it keeps crashing, but it does work for a bit:

ok and now when i render with both layers using Pathtracing (adding a Sampling Method node to up the samples), the glass is back on the Room layer:

Hey! I’m having a bit of trouble following. You want the dirty glass with an alpha on one layer and the room in another? And it breaks when you render a sequence vs just a frame or two?

hey hey @comlys ! yes thats right

its also not consistent when rendering the 2 frames, in some areas it renders the 2 layers correctly, but then i try another 2 frames somewhere else in the timeline and it doesnt work.

Except when rendering pathtracing, it was working fine However when i add Sampling Method node to add more samples, then the glass is back on the room layer (also crashes Unreal)

Ok so it sounds like there are two problems here, yeah?

The first is that things are disappearing in the deferred render Hmm I wonder if you’re running into that layer bug. What version of the engine are you in? In 5.7 there is something on the Global Game Overrides where you can Rebuild Lumen Scene Between Render Layers. In 5.8 you can set the layer warmup frames on the WarmUpSettings node.

And the second is renders are crashing with Pathtracer, correct? Can you share any crash logs? My guess is you might be running out of memory but a crash log can tell us.