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Volumetric lighting causing crash

Posted By Peter_737068 Last Year
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Peter_737068
Peter_737068
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Hi all,

I thought I'd post this here to see if anyone else is getting similar issues, before I report it as a bug.

 I have a scene, it has a lot of spotlights in it, around 60 or so.  I did have volumetric lighting set on each one but I was finding that as soon as I went to high quality lighting  it would crash out after around 30 seconds, if I was in the main camera view.  

If I turned on auxilary lighting but kept it in high quality I found that it wouldn't crash. So I then turned off nearly all the volumetric lights apart from five. I found that it didn't crash straight away and lasted around five minutes.  I then turned off all the volumetric lighting and found that I could render out my whole scene that took around 15 minutes, although funny enough it did crash out as soon as it completed the render.
 
So my conclusion is that it must be the volumetric lighting that is the  issue, I'm guessing it must be something to do with draw calls although I'm no coder. 
I'm going to try a few more tests, like maybe try rendering without any mesh or textures in the scene and just volumetric lights but I thought I'd throw it out here to see if anyone else is having similar issues?
In terms of spec. I have: 13th Gen Intel(R) Core(TM) i9-13900K   3.00 GHz,  Nvidia 4090 and 32 gigs of ram. I've checked the stats when running the scene and all hardware is just cruising below 35 percent other than the ram which is about 14 gigs total, so I don't think it's a hardware issue. 
Any ideas would be appreciated.

Many thanks,

Peter

Peter_737068
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So just a little update. I did a few more tests. One was with all 88 lights set to volumetric but not meshes other than a shadow catcher. I just left it to sit there, it crashed after around four minutes.

Then did a test with my scene which has over 800,000 tris but I made sure no lights had volumetric lighting. It lasted about 15-20 minutes, funny enough just crashed out when I went to post this. 

I also tried a test with the lights and around 400 plain cubes and it crashed. 

So my conclusion is is that Iclone can't handle a lot of lights and is even worse when those lights have volumetrics on. I know from the brief experience I have in unreal that having lots of overlapping lights causes a ton more draw calls so I'm guessing it could be something to do with this as a lot of the lights did overlap?

Either way it would be good to have a solid answer at some point.







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