Hi, im making a big scene in Blender with some buildings, animated people and other details. Until now i didnt make anything to big and now have a problem with render.
In first place the scene is to laggy on viewport, it has around 2.5 million faces. I think the problem comes from some texture or unapplied modifier in some mesh… also i use volumetrics.
I would know if there is any way to know what is the reason of the lag and crashes when i try to render?
Your lag and crashes are because you have 2.5 million polygons + volumetrics, you don’t have enough RAM for all that. If the scene is laggy in the viewport, it’s a sign that your computer is struggling to handle all the geometry and data, adding rendering on top of that = crash. Is there any way you can simplify your scene?
Is a complex scene… i tried deleting almost all the faces and elements which dont appears in camera but still crashes.
I guess what I’ll have to do is divide the scene in layers and render individually
I have notice that while render (before Blender crashes) uses all 32GB of RAM, so i think the problem can be something related with textures or something like that or some especific element which makes my computer explodes xD.
This is the Blender console when crashes:
I have been able to do a couple of previous renders, but when adding the final details i cant render anymore.
I let here some frames, the camera moves from the roofs and go down to the street.
Some things to consider, for RAM/VRAM optimization. 1) If you use separate grayscale textures for things like masks or specularity, Blender doesnt deal with them very efficiently. Each such texture will be allocated an amount of memory equal to full 24 bit color, even if it was 8 bit by itself. If you can, pack grayscale maps into alphas of color textures, or even put several different masks into RGB channel of same texture. 2)Try to use texture atlases or trim sheets instead of multiple materials. More materials - more draw calls. 3)Consider animating in Solid mode if you do not do it already. Even if Eevee is “realtime” nominally, Blender editor itself is bottleneck. Some combinations of modifiers and shaders give extra slowdown in Eevee, for example tangent based normal mapping on characters with Armature. Eevee’s performance has many landmines to navigate, even with perfect optimization.
Advice 1 and 2 is lot of manual work, but will pay off if you are doing animations