Point 6 is a good one to know. I'm curious, from a software architecture standpoint, is it not possible to load things into the VRAM sequentially and if the need arises for extra data storage during a bake, to use methods like temp storage. Why would one baking group have to know of the existence of another baking group,…
I just think that having a poly limit for baking is something that Marmoset should try to overcome at some point, even if one does a good job in ZBrush to not overdue it with topology, there are just sometimes projects that have so many objects, and / or with small details, where one simply can't get away with sub 50mil…
Marmoset Toolbag 4 crashes while baking at around 40-50mil tris for me (split among 120 high objects). Anything below that and it doesn't crash, but when I bake with objects that are more than approximately 40mil tris, Marmoset just closes without an error shortly after I click bake. I monitored my hardware via the task…
The short answer is no, it is not possible to have only some of the mesh data loaded into VRAM. To be able to bake quickly, all of the geometry needs to be easily accessed from VRAM. That's what makes Toolbag's baker so fast. Another thing you could try is going to Edit -> Preferences -> GPU -> and changing Ray Tracing…
Thanks for the reply. I'll try out generic RTX when I run into this issue in the future again, and yeah upgrading my GPU at some point would probably also be a good idea. I also fully agree with you, that one of the reasons why Marmoset is so darn good, is because it's able to bake blazingly fast. One is able to do many…
You are most likely running out of video ram. Toolbag's baker is GPU-accelerated and all mesh data must fit on the GPU. Here is some advice to stay within the limits of your GPU's video memory: 1. Close any 3D or 2D applications or any other VRAM-hungry applications that you may have open. Web browsers with many tabs open…