@joseph 1024 is a hard-coded upper limit for all those settings, and Experimental made no difference. Besides, I’ve got a lot of image textures getting mixed over each other, but not 1024.
After further poking and prodding, I still think there’s just some invisible limit in place. Maybe some sort of render cache issue? I don’t know how different Eevee and Cycles are in that regard, as it all still works fine in Eevee.
I’ve gone up each step of the daisy chain, and there’s just a point at which I get solid black. Interestingly, I can fiddle with certain node values (alpha sliders), and everything suddenly works for just a fraction of a second, then goes back to black. It’s like holding a light switch half way and watching a blub pop on and off.
@AgentTuron Very interesting suggestions. Unfortunately, the need for so many bitmaps is that they’re being handled like sprite sheets, so they all have dynamic positioning data that changes throughout the animation. A character is wearing one set of clothing at frame X, and changes costume on frame Y, etc. I would expect baking to make that dynamism impossible.
As to CPU rendering, it’s a curious limitation to be sure, but… no… just… just no…
![tenor](https://blenderartists.org/uploads/default/original/4X/e/2/b/e2becbfb7085a6d54266f08bc22d9b58574db08d.gif)
Ultimately, it looks like a workaround is to just bypass a handfull of layers that ultimately don’t show up all that often (undergarments, mainly). It gets the overall count of layered textures down to something Cycles can apparently tolerate, which means I can have my accurate shadows and fancy lights back, at the expense of some attention to detail.
Besides, I’ve been doing the development here on a laptop. While it’s a fairly nice laptop I bought for video production in-the-field, it’s nothing next to my wife’s desktop PC where final rendering will take place. For all I know, I can transfer my work to that, plug the bypassed MixRGBs back in, and all wil lbe right with the world.
Thanks for all the suggestsion, everyone. Not entirely sure this is “solved” per se, so I’ll leave it open for the time being, but I’m able to continue my work either way.