Lights not rendering in final animation #59771

Closed
opened 2018-12-22 23:20:57 +01:00 by Mike DeSantis · 7 comments

System Information
Operating system: Windows 10
Graphics card: GTX 1070 + GTX 970

Blender Version
Broken: 2.80, 4c5e76025d, 2018-12-22

Short description of error

Light not rendering in final animation

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

Lots of weird things going on in this scene. The big pink volumetrci light (which can be seen in the viewport) won't render in the final animation. Lots of the small lights also aren't rendering.

If you click the visibility icon for "neuron 2" in the outliner, the big pink area light will disappear in the viewport eeVee display. neurons lighting bugblend.blend

**System Information** Operating system: Windows 10 Graphics card: GTX 1070 + GTX 970 **Blender Version** Broken: 2.80, 4c5e76025d83, 2018-12-22 **Short description of error** Light not rendering in final animation **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible). Lots of weird things going on in this scene. The big pink volumetrci light (which can be seen in the viewport) won't render in the final animation. Lots of the small lights also aren't rendering. If you click the visibility icon for "neuron 2" in the outliner, the big pink area light will disappear in the viewport eeVee display. [neurons lighting bugblend.blend](https://archive.blender.org/developer/F6039044/neurons_lighting_bugblend.blend)
Author

Added subscriber: @adrencg

Added subscriber: @adrencg

Added subscriber: @GavinScott

Added subscriber: @GavinScott

Running Blender from a command window is producing:

Too many lights in the scene !!!
Too many lights in the scene !!!

so it looks like you've got > 128 lights and it's probably then somewhat arbitrary as to which of those actually work in viewport/render mode.

Running Blender from a command window is producing: Too many lights in the scene !!! Too many lights in the scene !!! so it looks like you've got > 128 lights and it's probably then somewhat arbitrary as to which of those actually work in viewport/render mode.

Just opening the scene and hitting F12 results in an unresponsive Blender here (Windows 10, Nvidia 6GB 1060, current 2.80) with extremely high GPU usage that has to be killed from the task manager.

It seems to be overloading Eevee in some way (perhaps it's just the >128 lights, but I'm not certain about that).

I built Blender with Eevee MAX_LIGHT set to 512 and that eliminates the too many lights messages, but does not change the issues with lockups at the start of rendering here.

However if I physically delete the objects in the Collections which have visibility turned off, then that drops it under 128 lights and as far as I can see everything seems to work correctly. Renders work showing the same lights as the preview, and uses around 1GB less GPU memory (perhaps Eevee is not completely ignoring invisible objects?)

Just opening the scene and hitting F12 results in an unresponsive Blender here (Windows 10, Nvidia 6GB 1060, current 2.80) with extremely high GPU usage that has to be killed from the task manager. It seems to be overloading Eevee in some way (perhaps it's just the >128 lights, but I'm not certain about that). I built Blender with Eevee MAX_LIGHT set to 512 and that eliminates the too many lights messages, but does not change the issues with lockups at the start of rendering here. However if I physically delete the objects in the Collections which have visibility turned off, then that drops it under 128 lights and as far as I can see everything seems to work correctly. Renders work showing the same lights as the preview, and uses around 1GB less GPU memory (perhaps Eevee is not completely ignoring invisible objects?)
Member

Added subscribers: @fclem, @lichtwerk

Added subscribers: @fclem, @lichtwerk
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Philipp Oeser self-assigned this 2018-12-28 13:38:22 +01:00
Member

@GavinScott : thanx for checking, indeed this is capped at 128 (MAX_LIGHT) for now.

There might be room for improvement, see @fclem's comment:

/* TODO : find size by dividing UBO max size by light data size */

However, this is listed as a known limitation in the manual, see https://docs.blender.org/manual/en/dev/render/eevee/limitations.html
So I guess this is not a bug, closing (unless @fclem has objections?)

@GavinScott : thanx for checking, indeed this is capped at 128 (`MAX_LIGHT`) for now. There might be room for improvement, see @fclem's comment: > /* TODO : find size by dividing UBO max size by light data size */ However, this is listed as a known limitation in the manual, see https://docs.blender.org/manual/en/dev/render/eevee/limitations.html So I guess this is not a bug, closing (unless @fclem has objections?)
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Reference: blender/blender#59771
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