Cycles limits textures at 62 inside one material #54560

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opened 2018-04-10 17:52:50 +02:00 by Serge Lyatin · 11 comments

System Information
Ryzen7 1700, GTX 1050Ti, 16 GB RAM, Win10

Blender Version
Broken: 2.79

Short description of error
Can't utilize more than 62 textures inside one material

Exact steps for others to reproduce the error
Open file, hit f12 - rendering OK
Unmute muted node, hit f12 - textures disappear. Intersting thing, that enabling Open Shading Language solves this problem.

File with packed images:
Texture_limit_packed.blend

**System Information** Ryzen7 1700, GTX 1050Ti, 16 GB RAM, Win10 **Blender Version** Broken: 2.79 **Short description of error** Can't utilize more than 62 textures inside one material **Exact steps for others to reproduce the error** Open file, hit f12 - rendering OK Unmute muted node, hit f12 - **textures disappear**. Intersting thing, that enabling *Open Shading Language* solves this problem. File with packed images: [Texture_limit_packed.blend](https://archive.blender.org/developer/F2653916/Texture_limit_packed.blend)
Author

Added subscriber: @SergeL

Added subscriber: @SergeL
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Just a first note: can confirm this.

Just a first note: can confirm this.
Brecht Van Lommel was assigned by Philipp Oeser 2018-04-11 15:35:49 +02:00
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Added subscriber: @brecht

Added subscriber: @brecht
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Hm, it's running against the stack size limit, see here

Cycles: out of SVM stack space, shader "Material.001" too big.

If I increase SVM_STACK_SIZE from 255 to something bigger like 511 I can actually render this OK.

(but I really have not enough experience to judge which consequences might arise from that...)

Will read the code a bit further, but maybe @brecht can take over and share his wisdom?

Hm, it's running against the stack size limit, see [here ](https://developer.blender.org/diffusion/B/browse/master/intern/cycles/render/svm.cpp;8aa6e4d50bfcc0d83985f783228408586b0f877b$196) `Cycles: out of SVM stack space, shader "Material.001" too big.` If I increase SVM_STACK_SIZE from 255 to something bigger like 511 I can actually render this OK. (but I really have not enough experience to judge which consequences might arise from that...) Will read the code a bit further, but maybe @brecht can take over and share his wisdom?

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Increasing SVM stack size will marginally increase GPU memory usage.

Some time ago iv'e tried to use more adaptively allocated memory for SVM evaluation, but that causes slowdown since the memory was no longer on stack.

This is an issue in general, which doesn't have simple solution. Doing something like D1676 could help here, but then still would need some heuristic to deduct execution groups for cases when there are no node groups.

Would rather consider this a TODO.

Thanks for the report anyway!

Increasing SVM stack size will marginally increase GPU memory usage. Some time ago iv'e tried to use more adaptively allocated memory for SVM evaluation, but that causes slowdown since the memory was no longer on stack. This is an issue in general, which doesn't have simple solution. Doing something like [D1676](https://archive.blender.org/developer/D1676) could help here, but then still would need some heuristic to deduct execution groups for cases when there are no node groups. Would rather consider this a TODO. Thanks for the report anyway!
Author

Could you explain please, why does Open Shading Language help in this situation? Enabling this thing was kind of desperate move, but helpfull in this case, so I am intersted in a bit more info

Could you explain please, why does Open Shading Language help in this situation? Enabling this thing was kind of desperate move, but helpfull in this case, so I am intersted in a bit more info
Member

Added subscriber: @LazyDodo

Added subscriber: @LazyDodo
Member

When rendering with OSL it compiles the shaders to native code and executes that, the SVM shader stack isn't used

When rendering with OSL it compiles the shaders to native code and executes that, the SVM shader stack isn't used
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Reference: blender/blender#54560
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