After the bake is done, it will say "Idle" again. Status should now display baking progress. Now Bakery window will monitor current server status. Type the server IP in (make sure you can ping this IP). On client PC, set settings to Experimental, scroll the window down and check "Bake on remote server". If you want it to be in another folder, you'll need to specify it as an argument to ftServer either via command line, a bat file or with a simple shortcut. Simply double-clicking it will make it work, but its temp folder will be set to Users/You/AppData/Local/Temp/ftServer. I added everyone who was in the previous repo, so here you go: On top of that, I created a new repository for the engine-agnostic, compiled part of Bakery. Doesn't currently support GI VRAM optimization Server PC doesn't need Unity installed The idea is to use it over LAN, not over Internet (large data transfers) Doesn't perform distributed rendering yet, but you can offload baking to another PC Loading shader lambert_backface_check.ptx: xMain.Įrror (-1): Unknown error (Details: Function "_rtContextLaunch2D" caught exception: Encountered a CUDA error: cudaDriver().CuMemcpyDtoH( dstHost, srcDevice, byteCount ) returned (719): Launch failed) Used host memory: 0mb, available GPU memory: 4965mb Any idea what it means? Here's the last part of ftracelog: A simple test scene worked fine in my project, but when I try a bigger scene, Bakery works for awhile (an hour? Not sure, I left it overnight), and then errors out. I'm still having problems baking my scene. So I cannot use SH lightmaps, which therefore means I cannot use the Bakery shaders. It looks great in editor but then it doesn't work with VRChat it's as if there are no lightmaps at all. As such I can't simply switch to the Bakery version of the standard shader I'd lose POM and everything else Alloy offers.ĮDIT Again: To see how things would look, I switched most of my materials to the Bakery standard shader and enabled the appropriate options to eliminate these artifacts. I'm using Alloy shaders for the majority of objects in the scene, for such effects as POM and some glass. But maybe Bakery can do something to fix it or make it better? I've done some research and it looks like this is a Unity bug, not a Bakery problem. What does this affect, if anything, and how do I fix it?ĮDIT: Also my light probes are more or less unusable. The loaded level has a different lightmaps mode than the current one. I keep getting this warning in my log after rendering lightmaps with Bakery. Then you need to press Render again for it to work. I've checked that we aren't using Adjust UV padding because it seems that this could be causing the issue? We have multiple scenes that have the same object in them (like cave walls that we use in different ways) and if one scene adjusts the UV the other will break, correct? But I've made sure no one is using this option to bake.ģ) When you press Check for UVs then it finds an Overlapped UV and you press Stop, when you try to bake again it gives you an error (something to do with heightmaps). We've migrated from Git back to Hg (with a clean repository) and we followed the steps on the documentation to Ignore bakery Folders correctly, but this didn't solve this issue for us. If I bake on PC 1 then commit these maps and open them on PC 2 the same lightmaps on PC 2 will be broken. I'm here again to report some issues that I've found while messing around with Bakery.ġ) My Bakery Point Lights are not showing the Baked Contribution options when I add the Bakery Point Light script on them, this option only shows after I bake the lights at least once.Ģ) My lightmaps are not syncing on different computers.
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