450 spotlights crashed the computer

Yes, I know, totally my fault as I tried to see what Rhino can handle, but it should not flood the system like this IMO. I cold not access Task manager, nor reset with the reset button :flushed:
(Holding down powerbutton worked)

(Sorry @jeff, and before you ask why: It’s purely for science :wink: )

OK, but how about your Systeminfo so the McNeel guys know what the crashing system looks like?

Just download more ram

Working on Holomark 3?

I believe Rendered mode has an upper limit of how many lights it can support.

In Wireframe mode at least I can easily add 8000 spotlights

On Mac I can switch to Rendered mode, but that just doesn’t draw all lights, since there is a limit

What I did notice is that with 8000 lights the properties panel is really, really slow (I force quit).

Raytraced appears to work just fine with 8000 spotlights.

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Absolutely, I just had to restart and do something else first, so the post was from my phone :slight_smile:

System info:

Rhino 7 SR37 2024-4-16 (Rhino 7, 7.37.24107.15001, Git hash:master @ d2e42f70b9d3aa58f6053e2998a0db2abcd7555b)
License type: Not For Resale Lab, build 2024-04-16
License details: Cloud Zoo

Windows 11 (10.0.22631 SR0.0) or greater (Physical RAM: 32Gb)

Computer platform: DESKTOP

Standard graphics configuration.
Primary display and OpenGL: NVIDIA GeForce RTX 2070 (NVidia) Memory: 8GB, Driver date: 8-14-2024 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 560.94
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port #0

OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)

Anti-alias mode: 8x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High

Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 8-14-2024
Driver Version: 32.0.15.6094
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 8 GB

Rhino plugins that do not ship with Rhino
C:\Program Files\Rhino 7\Plug-ins\Tibidabo\Lands.rhp “Lands Design”
C:\ProgramData\McNeel\Rhinoceros\7.0\Plug-ins\Datasmith Rhino Exporter (d1fdc795-b334-4933-b680-088119cdc6bb)\DatasmithRhino7.rhp “Datasmith Exporter” 5.3.1.0
C:\Program Files\Rhino 7\Plug-ins\Tibidabo\Tibidabo.rhp “Tibidabo”
C:\Users\mail\AppData\Roaming\McNeel\Rhinoceros\packages\7.0\IntelDenoiser\0.6.0\IntelDenoiser.Windows.rhp “IntelDenoiser.Windows” 0.1.0.0
C:\Users\mail\AppData\Roaming\McNeel\Rhinoceros\packages\7.0\NVIDIADenoiser\0.4.0\NVIDIADenoiser.Windows.rhp “NVIDIADenoiser.Windows” 0.4.0.0

Rhino plugins that ship with Rhino
C:\Program Files\Rhino 7\Plug-ins\Commands.rhp “Commands” 7.37.24107.15001
C:\Program Files\Rhino 7\Plug-ins\WebBrowser.rhp “WebBrowser”
C:\Program Files\Rhino 7\Plug-ins\rdk.rhp “Renderer Development Kit”
C:\Program Files\Rhino 7\Plug-ins\RhinoScript.rhp “RhinoScript”
C:\Program Files\Rhino 7\Plug-ins\IdleProcessor.rhp “IdleProcessor”
C:\Program Files\Rhino 7\Plug-ins\RhinoRenderCycles.rhp “Rhino Render” 7.37.24107.15001
C:\Program Files\Rhino 7\Plug-ins\rdk_etoui.rhp “RDK_EtoUI” 7.37.24107.15001
C:\Program Files\Rhino 7\Plug-ins\rdk_ui.rhp “Renderer Development Kit UI”
C:\Program Files\Rhino 7\Plug-ins\NamedSnapshots.rhp “Snapshots”
C:\Program Files\Rhino 7\Plug-ins\Alerter.rhp “Alerter”
C:\Program Files\Rhino 7\Plug-ins\RhinoCycles.rhp “RhinoCycles” 7.37.24107.15001
C:\Program Files\Rhino 7\Plug-ins\Toolbars\Toolbars.rhp “Toolbars” 7.37.24107.15001
C:\Program Files\Rhino 7\Plug-ins\3dxrhino.rhp “3Dconnexion 3D Mouse”
C:\Program Files\Rhino 7\Plug-ins\Displacement.rhp “Displacement”

Rhino uses 687 MB of ram
The GPU uses 1.6 GB of Vram (of a total of 8)

And I did not manage to replicate the crash.

Here is a file to test, I can even copy all these 400 lights and run 800 lights with shadows on now… Last time I was running a Youtube video at the same time, And I switched from Maximized to Minimized when the crash occurred.

But I must say… 800 spotlights? That’s crazy :smiley:

400 spotlights.3dm (312.1 KB)

Oh, and yes @nathanletwory, Cycles just carries on as if this is just normal…

EDIT: Oh, and the reason I wanted to test was that I was reading (looking) up on Unreal Engine 5.5’s megalights https://www.youtube.com/watch?v=5eDr1civeXs and I just wondered how many spotlights Rhino handled.

From what I can count you have a limit of 128 lights there.

I saw that in my Rendered mode I had raised the shadow memory usage to 128 MB. Do you have that setting on the mac, and does that affect this number?

Hi @Holo

I think he’s saying 8000 which is even more crazy.
Though he’s only lighting a plane so that doesn’t mean much and he doesn’t move around in the viewport.

If you haven’t already, check out Unreals new mega lights, another cool new feature previewing in unreal 5.5. It’s nuts how one can move around in real time in these complex models while being lit with 10,000 lights.

I Tried To BREAK Unreal Engine’s CRAZY New Feature
RM

I indeed said eight thousand spotlights. One spotlight, array 20x20x20.

8k_spotlights.3dm (5.4 MB)

The shadow memory usage does not affect the number of lights supported. I believe the limit is that many lights in total (128) for Rendered mode.

If you somehow feel you need ten thousand lights or more you’ll have to send a petition to @jeff.

Yes, and in windows it shows all 800. Pretty rad!
I’ll try with more and see if I can reproduce the crash too.

Sorry for not being clear, his scene has 8000 but rendered only calculates for 128, in windows it calculated for all my 800. Megalight was what made me test… unreal engine lives up to it’s name…

The Metal engine is capped at 128 (it used to be 32) for reasons… But the OpenGL engine should be able to handle any number of lights, as it grows its buffers as needed. However, there will eventually be a hard limit that your hardware can support due to how Rhino stores light information. Rhino uses a Uniform Buffer Object (UBO) to store all light information…and UBOs have physical size constraints (they’re buffers on the GPU), which vary from GPU to GPU, driver to driver.

The biggest hurdle and roadblock I see is in Rhino’s UI… The Properties panels, lighting panels, etc… all seem to choke miserably with this many lights when making any kind of modifications to the lights…due to events firing, lighting table updates occurring, etc… Which is all out of my hands… But, if you create 1 light, make all the settings for it, then array along curve, polar array, etc… into as many lights as you want… Rendered mode should work just fine…just don’t click on any UI panel :wink:

This is an example of a 450 light (DomeLight) effect… Rhino’s Rendered mode handles this without any problems whatsoever…

So is your first post talking about Mac or Windows? Because as I said, Windows (OpenGL) should be able to easily handle 450 lights (and does here).

And again, clicking on a light and trying to modify it is where you’re going to run into long waits and apparent freezing.

-J

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And here is 1250 lights…

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Thanks for the insight Jeff! I won’t push this far, but I’ll try to recreate the strange freeze just for bugtracking reasons. And I am windows, forgot to state that, I just tagged it. Thanks for taking a look!