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#11 |
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Senior Member
Join Date: Jan 2008
Posts: 205
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After using a lightmass importance volume my problem seems to have gone, thanks VorLoN.
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#12 |
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Junior Member
Join Date: Nov 2009
Posts: 6
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I'm still havng the problem,i've been messing with my firewall, running as admin, de-installin and re-installing. Right now I'm using the example-map as the try-out for re-doing the bake. I've mae no changes on it so the lightmass Importancevolume is also still in place.
In the logfiles from the swarm agent it keeps displayig the same massage: [PingCoordinator] Coordinator ping failed [PingCoordinator] Determined that we couldn't ping the coordinator [PingCoordinator] Coordinator ping failed [PingCoordinator] Determined that we couldn't ping the coordinator I'm completely out of ideas |
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#13 |
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Super Moderator
Join Date: Nov 2008
Posts: 17
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Wildstyle -
Can you follow this repro and send me what is displayed in your Swarm Agent Log tab: 1. Load ExampleMap 2. Build Lighting using preview lightmass Also view the Swarm Status tab and see if your machine is listed there. |
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#14 |
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Junior Member
Join Date: Nov 2009
Posts: 6
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Hi Skasteve,
thnx for the repy. In the log Swarm Agent log tab is says the following: 23:29:27: Starting up SwarmAgent ... 23:29:27: ... registering SwarmAgent with remoting service 23:29:27: ... registering SwarmAgent network channels 23:29:28: ... initializing SwarmAgent 23:29:29: ...... initializing cache 23:29:29: ......... using cache folder 'C:\SwarmCache' 23:29:29: ......... recreating SwarmAgent cache staging area 23:29:29: ...... initializing connection to SwarmCoordinator 23:29:29: ......... using SwarmCoordinator on BUILDFARM-01 23:29:36: ......... SwarmCoordinator failed to be initialized 23:29:36: ...... initializing local performance monitoring subsystem 23:29:38: ... initialization successful, SwarmAgent now running In the Swarm Status tab, no machines are listed at all. I hope this helps |
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#15 |
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Super Moderator
Join Date: Nov 2009
Posts: 32
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#16 |
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Member
Join Date: Dec 2006
Posts: 45
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FYI, I have this same exact issue. Found this thread via google. I have windows vista 64bit. Guy next to me with same exact setup can build all with lightmass just fine. I only tried a simple box room with one point light. Nothing in the above link seems to help me.
Last edited by sgt_goomba; 11-06-2009 at 11:33 PM. |
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#17 |
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Junior Member
Join Date: Nov 2009
Posts: 5
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hi
I have very similar problems. I couldn't run lightmass at all without it crashing - I've fixed most problems by changing changing the swarm agent and coordinators run preferences so that they run in xp service pack 2 compatability mode, turning off desktop themes (I'm running vista and that setting seems to always give problems)and that I'm running them as administrator. However I still get the error dialogue 'The lighting build failed' though there seems to be no clue as to why in the log file. (see below). __________________________________________________ ____________ 10:55:51: [Interface:TryOpenConnection] Local connection established 10:55:51: [Job] Accepted Job 5EAD3D2B-4D80A573-E23B4B95-4A9980E3 10:55:52: [Job] Launched Job UnrealLightmass_2009-10-27_16-53-09_741144.exe 10:55:52: [Job] PID is 5636 10:55:52: [Job] GUID is "5EAD3D2B-4D80A573-E23B4B95-4A9980E3" 10:55:52: Log file created: UnrealLightmass_TERRY-LAPTOP_D35A772146754E1A254F6E8CB15B2E55.log 10:55:52: Lightmass WIN32 started on: TERRY-LAPTOP. Command-line: "C:\SwarmCache\Jobs\Job-5EAD3D2B-4D80A573-E23B4B95-4A9980E3\UnrealLightmass.exe" 5EAD3D2B4D80A573E23B4B954A9980E3 10:55:52: Processing scene GUID: 5EAD3D2B4D80A573E23B4B954A9980E3 with 2 threads 10:55:52: Building static lighting... 10:55:53: [Job] Found a parent connection for PID 5636 10:55:53: [Job] 227C6B5E -> 199CF26B 10:55:53: [Interface:TryOpenConnection] Local connection established 10:55:54: Measured CPU frequency: 1.38 GHz 10:55:54: FStaticLightingSystem started 10:55:54: Number of texture mappings: 0 10:55:54: Number of vertex mappings: 0 10:55:54: Number of terrain mappings: 0 10:55:54: Number of fluid mappings: 0 10:55:54: Number of foliage mappings: 0 10:55:54: Number of SpeedTree mappings: 0 10:55:54: Number of BSP mappings: 65 10:55:54: Scene surface area calculated at 4.515 million units (28.425% of the estimated 15.883 million units) 10:55:54: Importance volume surface area calculated at 4.515 million units (0.000% of the estimated 0.000 million units) 10:55:54: Static lighting kDOP: 232 nodes, 117 leaves, 468 triangles, 638 vertices 10:55:54: Static lighting kDOP: 25.641% wasted space in leaves 10:55:54: Processing... 10:55:54: Couldn't gather the requested number of indirect photon paths! 0 gathered 10:55:54: EmitDirectPhotons complete, 0.020 million photons emitted in 0.0 seconds 10:55:54: EmitIndirectPhotons complete, 0.005 million photons emitted in 0.0 seconds 10:55:54: Marking Irradiance Photons complete, 0.001 million photons marked in 0.0 seconds 10:55:54: Caching Irradiance Photons complete, 0.017 million cache samples in 0.1 seconds 10:55:54: Calculate Irradiance Photons complete, 0.001 million irradiance calculations in 0.0 seconds 10:55:55: Lighting 22.1% 10:55:55: Lighting 30.9% 10:55:55: Lighting 53.0% 10:55:55: Lighting 62.7% 10:55:55: Lighting 70.9% 10:55:56: Lighting 80.3% 10:55:56: Lighting 90.7% 10:55:56: Lighting 100.0% 10:55:56: [Job] Job is a success! 10:55:56: 10:55:56: 10:55:56: Total Static Lighting time: 2.18 seconds, 2 threads 10:55:56: 10.3% 0.2s Scene setup 10:55:56: 2.1% 0.0s Emit Direct Photons 10:55:56: 0.0% 0.0s Cache Indirect Photon Paths 10:55:56: 0.6% 0.0s Emit Indirect Photons 10:55:56: 0.5% 0.0s Mark 0.001 million Irradiance Photons 10:55:56: 6.6% 0.1s Cache 0.017 million Irradiance Photon Samples on surfaces 10:55:56: 0.7% 0.0s Calculate 0.001 million Irradiance Photons 10:55:56: 79.0% 1.7s Lighting 10:55:56: 0.1% 0.0s Unaccounted 10:55:56: 10:55:56: Total Direct Photon Emitting thread seconds: 0.1 10:55:56: 39.3% 0.0s Sampling Lights 10:55:56: 8.3% 0.0s Custom attenuation 10:55:56: 49.5% 0.0s Tracing 10:55:56: 21.2% 0.0s Processing results 10:55:56: 0.0% 0.0s Unaccounted 10:55:56: 10:55:56: Total Irradiance Photon Caching thread seconds: 0.5 10:55:56: 48.9% 0.2s Octree traversal 10:55:56: 1.0% 0.0s 0.004 million Visibility rays 10:55:56: 50.1% 0.2s Unaccounted 10:55:56: 10:55:56: 10:55:56: Total Lighting thread seconds: 3.42 10:55:56: 20.4% 0.7s Texel and vertex setup 10:55:56: 29.8% 1.0s Direct lighting 10:55:56: 51.3% 1.8s Area shadows with 0.733 million rays 10:55:56: 0.0% 0.0s Unaccounted 10:55:56: 28.3% 1.0s Indirect lighting 10:55:56: 0.7% 0.0s ImportancePhotonGatherTime 10:55:56: 0.4% 0.0s CalculateImportanceSampleTime 10:55:56: 23.0% 0.8s FirstBounceRayTraceTime for 0.417 million rays 10:55:56: 7.9% 0.3s CalculateExitantRadiance 10:55:56: 1.9% 0.1s CausticPhotonGatherTime 10:55:56: 0.0% 0.0s Unaccounted 10:55:56: 13.9% 0.5s Final IrradianceCache Interpolation 10:55:56: 0.2% 0.0s Volume Samples 10:55:56: 7.5% 0.3s Unaccounted 10:55:56: 10:55:56: 10:55:56: Lighting Threaded processing efficiency 99.2%, 2.0 speedup with 2 threads 10:55:56: Traced 1.151 million first hit visibility rays for a total of 2.3 thread seconds (0.496 million per thread second) 10:55:56: Traced 0.009 million boolean visibility rays for a total of 0.0 thread seconds 10:55:56: Scene radius 1124.2, Importance bounds radius 0.0 10:55:56: 65 Mappings, 0.099 million Texels, 0.067 million mapped texels, 0.000 million Vertices, 0.000 million Vertex samples processed 10:55:56: 95.9% of Total Lighting thread seconds on Texture Mappings, 0.0% on Vertex Mappings, 0% on Volume Samples, 3.9% Unaccounted 10:55:56: 1 Lights total, 11.0 Shadow rays per light sample on average 10:55:56: 33 Volume lighting samples, 97.0% placed on surfaces, 3.0% placed in the volume 10:55:56: 10:55:56: 0.020 million first pass Photons Emitted (out of 0.009 million requested) to deposit 0.001 million Direct Photons and 22 Indirect Photon Paths, efficiency of 5.82% 10:55:56: 0.005 million second pass Photons Emitted (out of 0.005 million requested) to deposit 0.000 million Indirect Photons and 0.000 million CausticPhotons, efficiency of 0.00% 10:55:56: 0.081 million Photon Gathers, 0.017 million Irradiance Photon Gathers 10:55:56: 0.000 million Importance Photons found, 0.000 million Importance Photon PDF calculations 10:55:56: 13.0% Bounce 1 Irradiance cache miss rate (0.067 million lookups, 0.009 million misses) 10:55:56: 35.0 Mb Peak Working Set 10:55:56: 10:55:56: 10:55:56: Lightmass on TERRY-LAPTOP: 4.12 sec total, 1.91 sec importing, 223 ms setup, 233 ms photons, 1.71 sec processing, 0 ms extra exporting [65/65 mappings]. Threads: 5.13 sec total, 3.28 sec processing. 10:55:56: Lighting complete [Startup = 1.91 sec, Lighting = 2.18 sec] 10:55:56: [CloseConnection] Closing connection 199CF26B using handle 199CF26B 10:55:56: [CloseConnection] Connection confirmed for disconnection 199CF26B 10:55:56: [CloseConnection] Connection disconnected 199CF26B 10:55:56: [GetMessage] Safely returning to 199CF26B with no message 10:55:57: [MaintainConnections] Local connection has closed (199CF26B) 10:55:57: [MaintainConnections] Removed connection 199CF26B __________________________________________________ ____________ I am running 32 bit vista - is this the problem? if not any ideas? thanks |
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#18 |
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Junior Member
Join Date: Nov 2009
Posts: 5
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I should add that the swarm status just seems to continue for ever in an 'importing results' state. Whenever the bar fills up - it just extends a little more.
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#19 |
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Junior Member
Join Date: Nov 2009
Posts: 5
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Ok I changed the swarmagent settings to enable standalone mode.
I no longer get the failure error message box. Instead the status never gets beyond processing mapping, and the log file now shows: __________________________________________________ _________ 11:21:39: [Interface:TryOpenConnection] Local connection established 11:21:39: [Job] Accepted Job DFA378F5-4A8F891C-B8398787-63CF3A1A 11:21:40: [Job] Launched Job UnrealLightmass_2009-10-27_16-53-09_741144.exe 11:21:40: [Job] PID is 4284 11:21:40: [Job] GUID is "DFA378F5-4A8F891C-B8398787-63CF3A1A" 11:21:40: Log file created: UnrealLightmass_TERRY-LAPTOP_F57EB1B44EB7954CE85B83A390DA57E1.log 11:21:40: Lightmass WIN32 started on: TERRY-LAPTOP. Command-line: "C:\SwarmCache\Jobs\Job-DFA378F5-4A8F891C-B8398787-63CF3A1A\UnrealLightmass.exe" DFA378F54A8F891CB839878763CF3A1A 11:21:40: Processing scene GUID: DFA378F54A8F891CB839878763CF3A1A with 2 threads 11:21:40: Building static lighting... 11:21:41: [Job] Found a parent connection for PID 4284 11:21:41: [Job] 3C2A5F5F -> 28494519 11:21:41: [Interface:TryOpenConnection] Local connection established 11:21:41: Measured CPU frequency: 1.21 GHz 11:21:41: FStaticLightingSystem started 11:21:41: Number of texture mappings: 0 11:21:41: Number of vertex mappings: 0 11:21:41: Number of terrain mappings: 0 11:21:41: Number of fluid mappings: 0 11:21:41: Number of foliage mappings: 0 11:21:41: Number of SpeedTree mappings: 0 11:21:41: Number of BSP mappings: 65 11:21:41: Scene surface area calculated at 4.515 million units (28.425% of the estimated 15.883 million units) 11:21:41: Importance volume surface area calculated at 4.515 million units (0.000% of the estimated 0.000 million units) 11:21:41: Static lighting kDOP: 232 nodes, 117 leaves, 468 triangles, 638 vertices 11:21:41: Static lighting kDOP: 25.641% wasted space in leaves 11:21:41: Processing... 11:21:41: Couldn't gather the requested number of indirect photon paths! 0 gathered 11:21:41: EmitDirectPhotons complete, 0.020 million photons emitted in 0.0 seconds 11:21:42: EmitIndirectPhotons complete, 0.005 million photons emitted in 0.0 seconds 11:21:42: Marking Irradiance Photons complete, 0.001 million photons marked in 0.0 seconds 11:21:42: Caching Irradiance Photons complete, 0.017 million cache samples in 0.1 seconds 11:21:42: Calculate Irradiance Photons complete, 0.001 million irradiance calculations in 0.0 seconds 11:21:42: Lighting 22.1% 11:21:42: Lighting 30.9% 11:21:42: Lighting 53.0% 11:21:43: Lighting 60.7% 11:21:43: Lighting 70.9% 11:21:43: Lighting 80.3% 11:21:43: Lighting 90.7% 11:21:44: Lighting 100.0% 11:21:44: [Job] Job is a success! 11:21:44: 11:21:44: 11:21:44: Total Static Lighting time: 2.38 seconds, 2 threads 11:21:44: 9.7% 0.2s Scene setup 11:21:44: 1.7% 0.0s Emit Direct Photons 11:21:44: 0.0% 0.0s Cache Indirect Photon Paths 11:21:44: 2.0% 0.0s Emit Indirect Photons 11:21:44: 0.5% 0.0s Mark 0.001 million Irradiance Photons 11:21:44: 5.3% 0.1s Cache 0.017 million Irradiance Photon Samples on surfaces 11:21:44: 0.6% 0.0s Calculate 0.001 million Irradiance Photons 11:21:44: 80.1% 1.9s Lighting 11:21:44: 0.1% 0.0s Unaccounted 11:21:44: 11:21:44: 11:21:44: Total Irradiance Photon Caching thread seconds: 0.5 11:21:44: 46.4% 0.2s Octree traversal 11:21:44: 1.1% 0.0s 0.004 million Visibility rays 11:21:44: 52.5% 0.2s Unaccounted 11:21:44: 11:21:44: 11:21:44: Total Lighting thread seconds: 3.76 11:21:44: 19.5% 0.7s Texel and vertex setup 11:21:44: 29.4% 1.1s Direct lighting 11:21:44: 57.5% 2.2s Area shadows with 0.733 million rays 11:21:44: 0.0% 0.0s Unaccounted 11:21:44: 29.1% 1.1s Indirect lighting 11:21:44: 0.7% 0.0s ImportancePhotonGatherTime 11:21:44: 0.4% 0.0s CalculateImportanceSampleTime 11:21:44: 26.2% 1.0s FirstBounceRayTraceTime for 0.417 million rays 11:21:44: 9.1% 0.3s CalculateExitantRadiance 11:21:44: 2.5% 0.1s CausticPhotonGatherTime 11:21:44: 0.0% 0.0s Unaccounted 11:21:44: 14.5% 0.5s Final IrradianceCache Interpolation 11:21:44: 0.1% 0.0s Volume Samples 11:21:44: 7.3% 0.3s Unaccounted 11:21:44: 11:21:44: 11:21:44: Lighting Threaded processing efficiency 98.8%, 2.0 speedup with 2 threads 11:21:44: Traced 1.151 million first hit visibility rays for a total of 2.8 thread seconds (0.406 million per thread second) 11:21:44: Traced 0.009 million boolean visibility rays for a total of 0.0 thread seconds 11:21:44: Scene radius 1124.2, Importance bounds radius 0.0 11:21:44: 65 Mappings, 0.099 million Texels, 0.067 million mapped texels, 0.000 million Vertices, 0.000 million Vertex samples processed 11:21:44: 94.9% of Total Lighting thread seconds on Texture Mappings, 0.0% on Vertex Mappings, 0% on Volume Samples, 4.9% Unaccounted 11:21:44: 1 Lights total, 11.0 Shadow rays per light sample on average 11:21:44: 33 Volume lighting samples, 97.0% placed on surfaces, 3.0% placed in the volume 11:21:44: 11:21:44: 0.020 million first pass Photons Emitted (out of 0.009 million requested) to deposit 0.001 million Direct Photons and 22 Indirect Photon Paths, efficiency of 5.82% 11:21:44: 0.005 million second pass Photons Emitted (out of 0.005 million requested) to deposit 0.000 million Indirect Photons and 0.000 million CausticPhotons, efficiency of 0.00% 11:21:44: 0.081 million Photon Gathers, 0.017 million Irradiance Photon Gathers 11:21:44: 0.000 million Importance Photons found, 0.000 million Importance Photon PDF calculations 11:21:44: 13.0% Bounce 1 Irradiance cache miss rate (0.067 million lookups, 0.009 million misses) 11:21:44: 35.0 Mb Peak Working Set 11:21:44: 11:21:44: 11:21:44: Lightmass on TERRY-LAPTOP: 3.60 sec total, 1.19 sec importing, 230 ms setup, 241 ms photons, 1.89 sec processing, 0 ms extra exporting [65/65 mappings]. Threads: 5.65 sec total, 3.58 sec processing. 11:21:44: Lighting complete [Startup = 1.19 sec, Lighting = 2.38 sec] 11:21:44: [CloseConnection] Closing connection 28494519 using handle 28494519 11:21:44: [CloseConnection] Connection confirmed for disconnection 28494519 11:21:44: [CloseConnection] Connection disconnected 28494519 11:21:44: [GetMessage] Safely returning to 28494519 with no message 11:21:46: [MaintainConnections] Local connection has closed (28494519) 11:21:46: [MaintainConnections] Removed connection 28494519 11:21:52: [CloseConnection] Closing connection 3C2A5F5F using handle 3C2A5F5F 11:21:52: [CloseConnection] Connection confirmed for disconnection 3C2A5F5F 11:21:52: [CloseConnection] Closing orphaned Job (DFA378F5-4A8F891C-B8398787-63CF3A1A) 11:21:52: [CloseConnection] Connection disconnected 3C2A5F5F 11:21:52: [GetMessage] Safely returning to 3C2A5F5F with no message __________________________________________________ _________ any ideas or suggestions? cheers |
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#20 |
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Member
Join Date: Dec 2006
Posts: 45
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I don't think I have the same error as Sannaakita. When I build all, it freezes at "collecting scene" and I get no error message.
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