Help with debugging geometry nodes render issue

I have a problem with geometry nodes that leaves my render stuck at 0%.

I’m trying to get closer to the issue, but no luck so far.

Here’s my setup:
I have some terrain mesh, on which I scatter meshes for vegetation.
This setup works just fine in viewport, and even viewport render.

However, when I try to render the image, the render gets stick at 0%.
My CPU spins up to 100%, but memory is not increasing, and GPU is idling.

With the geometry nodes disabled, everything works fine.

With the geometry nodes “bypassed” (all of the nodes still there, but input connected to output), the render fails.

I have no idea where to begin. The console shows no errors.
And, once again, it works totally fine in viewport.

Any tips are welcome.

Try rendering only using CPU, your video card may not have enough VRAM to load all geometry.

maybe some other modifier prior the geo nodes modifier that is deactivated in the viewport?

It’s not related to either video memory (it works fine in cycles preview mode) and it’s not something that’s disabled in viewport.

It turned out to be some “cursed” collection. Just having it present in the geometry node tree (even when it’s not connected to anything) causes the render to freeze (but causes no other issues)

The collection was linked from another blend file, which in turn were realized collections from within that same blend file.

No idea why this went wrong, this has been in the project for a while and caused no issue, and nothing has changed in that collection.

It’s “solved” now, after moving the collection to my main blend file. Not an elegant solution, but at least I can render again :sweat_smile: