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Lowering Landscape Tesselation / Lightmass Out of Memory

Hi polycount, I'm relatively new to UDK and I'm having some issues building lighting in my level.

Here is the short actors list for my level:
UxmkGib.jpg

When I try to build lighting it fails. After looking at the log it appears that I'm running out of memory. I currently have 8GB, generally using ~2.7 GB before the lightmass build starts running. I tried closing down all applications possible, removing all statics from scene, checking to make sure lightmap resolution wasn't set high, etc.

I removed the landscape from the map and lighting builds fine. So my guess is that the landscape has too much information. Here is a wireframe of it with LODs shown. Much higher than I need! Log shows 18 million verts!
rJJACla.jpg


Is there a way to lower landscape resolution?


edit: I just tried deleting almost all of the landscape component patches and lighting built successfully. Obviously I need the rest of my landscape back but at least now I know it's definitely an error regarding landscape size or landscape resolution.


Here is my log file:
Log file created: UnrealLightmass_SHEILA2POINT0_87A48D1B4815D2DD1EF6C685BB7209CA.log
Lightmass WIN64 started on: SHEILA2POINT0. Command-line: "C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe" F1F765094D4F0D7727F22597235B0F9B -trisperleaf 4
Processing scene GUID: F1F765094D4F0D7727F22597235B0F9B with 4 threads
Building static lighting...
Measured CPU frequency: 3.33 GHz
FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
Number of texture mappings: 0
Number of vertex mappings:  0
Number of terrain mappings: 0
Number of fluid mappings:   0
Number of landscape mappings:   1024
Number of SpeedTree mappings: 0
Number of BSP mappings:     0
Number of static mesh instance mappings: 0
Number of SpeedTree mesh instance mappings: 0
Reserving memory for 1024 meshes, 18662400 vertices, 36773888 triangles
Assertion failed: NewPtr || Size==0 [File:LightmassCore\Src\LMMemory.cpp] [Line: 98]
OUT OF MEMORY:  Realloc:   2353528832 bytes (     2244.50MB)  requested,   8385377.50 of   8388608.00 MB of virtual memory free,      2976.77 of      8183.12 MB of physical memory free,      1803.38 of      9181.31 MB of page file free
=== Critical error: ===
Assertion failed: NewPtr || Size==0 [File:LightmassCore\Src\LMMemory.cpp] [Line: 98]
OUT OF MEMORY:  Realloc:   2353528832 bytes (     2244.50MB)  requested,   8385377.50 of   8388608.00 MB of virtual memory free,      2976.77 of      8183.12 MB of physical memory free,      1803.38 of      9181.31 MB of page file freeRaiseException() Address = 0xfdb1cacd (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
CxxThrowException() Address = 0x68bd14f1 (filename not found) [in C:\Windows\system32\MSVCR100.dll]
Address = 0x40055ac1 (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x400562df (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x400537d6 (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x4004fc94 (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x400488bb (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x4008dc83 (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x400647d8 (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x400648f1 (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0x4002e1e6 (filename not found) [in C:\UDK\UDK-2012-11\Binaries\SwarmCache\Jobs\Job-F1F76509-4D4F0D77-27F22597-235B0F9B\UnrealLightmass.exe]
Address = 0xeacb17c7 (filename not found) [in C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll]
Address = 0x161bd4   (filename not found) 
Address = 0x161bd4   (filename not found) 

CreateProc AutoReporter.exe "UE3AutoReportDump.txt" "UnrealLightmass_SHEILA2POINT0_87A48D1B4815D2DD1EF6C685BB7209CA.log" "UE3AutoReportIniDump.txt" "UnrealLightmass.exe-2013.03.22-16.43.24.dmp" -unattended
Couldn't start up the Auto Reporting process!
*** CRITICAL ERROR! Machine: SHEILA2POINT0
*** CRITICAL ERROR! Logfile: UnrealLightmass_SHEILA2POINT0_87A48D1B4815D2DD1EF6C685BB7209CA.log
*** CRITICAL ERROR! Crash report:

Replies

  • kevlarorc
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    Alternatively, Is there a way to build the lightmass in segments? Like split up the landscape component pieces then combine the lightmap?
  • Hourences
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    Hourences polycounter lvl 18
    How big is this landscape? What is the size in vertices you entered when you made it? 18 mil verts is like 4096x4096? Because that is way way too big.
    There is a setting for landscape lighting quality, but unless you changed that it probably already is on lowest quality. In properties, Landscape Lighting or something it is called. Should be "1".

    I'd personally remake it, at a size of around 256, 512 or 1024 max, and following the size guidelines found on UDN - http://udn.epicgames.com/Three/LandscapeCreating.html#Recommended%20Landscape%20Sizes - Use drawscale to then scale the landscape to a larger size.
    That is probably only way to get this correct. Any conversion will probably lead to continued problems/inefficiency.
  • kevlarorc
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    Yes it was a 4033x heightmap. I will give the 505x size a try. Thankfully I didn't get too detailed with the modification of my landscape already so it shouldn't take too long to redo it.

    Thanks for the reply and if you're the same Hourences from that website I love your site.
  • Eric Chadwick
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    Remember you can also export the heightmap from the current landscape, scale it down in Photoshop, and bring it back in. Same with the alpha maps for the layers.
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