Unable to Open Kits in Blender | Blender Keeps on Crashing
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Vincentius Matthew Djaya
hi there feedback team,
I don't know what the problem is but it seems that I'm having a hard time with the kits whenever I'm opening the file. I use blender and the file is just too heavy and I can't load anything in render preview, whether in eevee or even more in cycles. I don't understand why, the individual kits are not that highpoly, but it's just won't load in renders, keeps on crashing.
I also having problem extracting the individual assets, especially neo san fransisco.
I mean my computer specs is not bad, Ryzen 9 5900X 12 core processor, with RTX 3080Ti, with 16GB ram, it should run smoothly from what I expect.
Please help me, I really really want to explore working with these kits. I bought the kits on buy 3 get 3 sales and haven't used any of them until now because of this problem.
Maxx Burman
closed
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Shelby Goldstein
Merged in a post:
Blender Crashes when trying to render any cyberstreet asset.
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Nylloom
I have tried on an old blender 3.1 and a fresh install of blender 3.3. I have tried isolate the asset into its own blend file but nothing works.
I am on Windows 10.
9750h 16gb ram rtx2060 mobile.
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Nylloom
i have followed the instructions, no dice
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Shelby Goldstein
Nylloom: I appreciate you trying it out! I'll have one of our Blender experts check it out and drop a comment here with some insight.
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Shelby Goldstein
Nylloom: Question for you, are you rendering eevee or cycles? In addition, what texture resolution are you using?
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Nylloom
Shelby Goldstein: 2k cycles
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Shelby Goldstein
Nylloom: Apologies on the delayed response! It looks like the specs you're working with are a bit below our minimum requirements which could be contributing to the issue, but with some optimization, you should still be able to user our Kits with your setup. Check out some helpful tips from our Blender Ambassador on this post from another user with a similar issue: https://kitbash3d.canny.io/kit-questions/p/unable-to-open-kits-in-blender-blender-keeps-on-crashing
Travis Szabo
Hey Vincentius, are you running with the 4k Textures? I've had luck with more stable viewport renders running 2k. Although, my recommended approach is to convert the textures to around Quality level 75 or 80 Jpg files. It does require an edit to the Blend file to automate this.
Running with Eevee[or Material Preview Mode] is not a great idea as it has to compile every shader for every object and is prone to crashing if done all at once. I'd suggest trying cycles with CPU for now to utilize your ram.
The default 4k textures are over 8GB and are at the maximum quality for main or close-up objects. Even with a 3090ti, some packs struggle for me as well. It's usually due to having a slower hard drive as the pagefile/swap drive and the system getting choked up queueing up files to be loaded into memory.
It can help if the blend file and textures are on a different fast solid-state drive as well.
Setting your system pagefile to about 1.5x your ram is also a good idea.
If you want a demonstration of how to do any of the steps I've mentioned, I'd love to expand further with a step-by-step.
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Vincentius Matthew Djaya
Travis Szabo: Hi Travis,
Thank you so much for getting back to me,
I use 2K textures and am still unable to load properly with cycles CPU viewport., it stuck like my screenshot in the attachment. and it's only one asset. which I wonder how can I ever really kitbash them :'D
Thanks for your explanation. but I believe I need the step by step explanation as I'm very very noob with these technical terms. (I'm sure it's going to be useful for other users with the similar issue).
please explain how to convert the textures to level 75 -80, how to make the blend file and textures on a different SSD, and how to set my pagefile to 1,5x of my RAM,
after some time, after changing the max samples for viewport to 72, I could hover around in viewport (screenshot attachment 2), looks very good. but still toooo slow and not workable, and let alone rendering it..
is the best way to utilize these kits, is to use UE5 instead?
Your help is very much appreciated,
Thank you, Travis,
VM
Travis Szabo
Vincentius Matthew Djaya:
For batch converting files, I recommend Irfanview. I personally use a Perl script, but that requires a fair bit of tweaking if things go wrong.
Irfanview Screenshot: https://i.imgur.com/JDZIvN7.png
Irfanview is free to download. Just open it up and find the 4k texture folder. > Pres Add all > Set it to Batch conversion and the output format to Jpg. You can set the quality in the options beside the output format. > Then set a custom Output folder Below[I put it in /OUT if you can see the picture above] and press > "Start Batch"
With that done You should have 2 folders "4k" containing the original images, and your new Output folder that contains the new compressed images.
Next, we need to tackle reassociating the files in Blender to the new images.
The easiest way is to take the "4k" folder and rename it 4k_PNG. Then rename our Output folder JPG to "4k" like the original one.
Then we need to rename the file references inside blender that are still looking for PNG images.
I created a script for you over here. https://gist.github.com/Psyda/132366bba6c55e010852a2dd54a34c62
You can paste it into the Scripting editor and press play like this picture: https://i.imgur.com/XLHNj8A.png
Quick example Video of that last part: https://i.imgur.com/sfmAZKv.mp4
This will cut your memory load from over 8GB to around 200-800MB.
Unreal is absolutely an optimized way to kitbash. With Blender, you can get really crazy with the kind of effects that you can pull off, but the optimizations are generally left up to you to handle. WIth unreal it does a lot of heavy lifting to make sure it is more performance friendly, but you'll still need to be careful not to overdo a scene with assets that are all too high-poly and with too high-res textures.