Here’s the following situation, I have a few objects in scene that have a couple of boolean modifiers attached to them and a remesh modifier stacked at the very end of the column. Whenever I try to bake to a low-poly object using these modifier driven high-poly objects, Blender crashes during the baking process, it never surpasses 0%. The scene upon baking consists of 30 million triangles. The scene can easily handle a 4 times higher amount of triangles generated by the remesh modifier in the viewport, but whenever I try to bake anything surpassing even 10 million, it just crashes after 30 seconds or so.
Cycle’s device is set to GPU in the render tab, the same goes for the system options, I have HIP selected and GPU enabled while CPU disabled.
I was monitoring my device’s stats in the task manager and RAM as well as GPU’s resources don’t exceed 20% of their usage, while the CPU on the other hand reaches 100% before Blender inevitably crashes when preparing the scene for baking.
I’ve tried debugging the problem, and so far the only error I get in the ‘gpu debug log’ is something along the lines of blender **GL_INVALID_FRAMEBUFFER_OPERATION : cubemap workaround end9. But I have a feeling that this is a bit of a misleading error, but that’s just my layman’s opinion.
Did anyone else experience a similar problem and were you successful in resolving it? Or is this just a limitation of Blender?
Here the list of my essential specs:
OS: Windows 11
GPU: AMD Radeon RX6950XT 16GB VRAM
CPU: i5 12600KF 3600MHz 10-core
RAM: 64GB 3200MHz
Blender v4.1
EDIT:
I forgot to mention that I always start with normal map baking, but the problem also persists in other map baking types.
When adding a remesh modifier, the UV maps get messed up. All the faces are stacked on top of each other, filling the entire UV map. This makes baking take a REALLY long time, as each face is baked with the full resolution of the image and then overwritten by the next face to be baked, and so on.
That’s all nice and all, but I’m not baking to a high poly model, as I’ve already said, I’m baking to a low poly object. Which is by traditional standards low on geometry and properly UV unwrapped and is certainly not driven at all by any modifiers, let alone a destructive one such as a remesh modifier.
Don’t want to sound passive aggressive, but how did you reach to that conclusion even though I specifically exclaimed that I’m baking from a high poly model that is modifier driven to a low poly one? Or do I have a great misunderstanding on how baking works? I never considered the thought that the baking process is taking into account UV layout of a high poly object when baking. I mean, at least not when baking generated maps such as AO, normal, position etc, baking sampled textures from higher poly to lower poly(i.e. when making LOD’s) surely takes HP’s UV mapping into account.
Don’t want to sound passive aggressive too, but you mentioned that you “have a couple of boolean modifiers attached to them and a remesh modifier stacked at the very end of the column.” You didn’t specify that the low-poly objects weren’t among those.
The answer I gave was the first thing that came to my mind because I encountered a similar issue before and reached that conclusion after a lot of experimenting and troubleshooting.
Okay, I see where the misunderstanding occurred. My bad. But thank you for sharing your input. On the other hand, I’ve done some troubleshooting inside my scene and looks to me there’s an issue with couple of HP objects, for some reason it only crashes when they’re selected for baking. It’s not their modifier stack nor is it their drivers that are contributing to the crash, because I’ve deleted them and tried baking whilst getting the same crappy result in form of a crash.
However, when I for example, create a new cube and I link Object Data from one of those troublesome HP objects and I also copy its modifiers to the new cube thus effectively making a one-to-one clone and then I try baking solely with that new clone HP object to the LP object it works properly all of sudden.