Geometry Nodes + Shader Editor + Asset Browser bug #103768

Closed
opened 2023-01-10 01:31:30 +01:00 by Levy Bergman · 45 comments

System Information
Operating system: macOS-13.1-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51

Blender Version
Broken: version: 3.5 7bf75231e8c5 , 3.4.1 55485cb379
Worked: (latest 3.3.2 for Mac Intel)

Short description of error
Geometry Nodes Editor + Shader Editor loads in all marked, related assets from Asset Browser causing crash and memory overload

Exact steps for others to reproduce the error

  • Extract Asset.zip
  • Open default blender scene and assign asser library path as shown in the image
  • Open node editor
  • SHIFT+A action cause immediate memory overload from Asset Browser

Screenshot 2023-01-12 at 10.38.30 AM.png

Assets.zip

asset-library-indices.zip

**System Information** Operating system: macOS-13.1-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51 **Blender Version** Broken: version: 3.5 `7bf75231e8c5` , 3.4.1 `55485cb379` Worked: (latest 3.3.2 for Mac Intel) **Short description of error** Geometry Nodes Editor + Shader Editor loads in all marked, related assets from Asset Browser causing crash and memory overload **Exact steps for others to reproduce the error** - Extract Asset.zip - Open default blender scene and assign asser library path as shown in the image - Open node editor - SHIFT+A action cause immediate memory overload from Asset Browser ![Screenshot 2023-01-12 at 10.38.30 AM.png](https://archive.blender.org/developer/F14145772/Screenshot_2023-01-12_at_10.38.30_AM.png) [Assets.zip](https://archive.blender.org/developer/F14145771/Assets.zip) [asset-library-indices.zip](https://archive.blender.org/developer/F14145770/asset-library-indices.zip)
Author

Added subscriber: @levybergman

Added subscriber: @levybergman
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

Hi, thanks for the report. As far as I can tell this has been fixed in 3.5: #103187
Resolving commit was also backported to 3.4.1 but looks like it did not fix the problem: #102967/e01b98cdb6
Can you check whether slow loading of menu is really fixed for you in 3.5?: https://builder.blender.org/download/daily/

Hi, thanks for the report. As far as I can tell this has been fixed in 3.5: #103187 Resolving commit was also backported to 3.4.1 but looks like it did not fix the problem: #102967/e01b98cdb6 Can you check whether slow loading of menu is really fixed for you in 3.5?: https://builder.blender.org/download/daily/
Author

In #103768#1471777, @PratikPB2123 wrote:
Hi, thanks for the report. As far as I can tell this has been fixed in 3.5: #103187
Resolving commit was also backported to 3.4.1 but looks like it did not fix the problem: #102967/e01b98cdb6
Can you check whether slow loading of menu is really fixed for you in 3.5?: https://builder.blender.org/download/daily/

Hi Pratik, thanks for your quick reply and help!
I just tested the recent Blender 3.5 Alpha 7bf75231e8 version for Intel Mac and it has exactly the same issue. Right after I open Geo Node editor and hit SHIFT+A node look up, Blender starts load in all the Asset Browser contents and easily end up with an 8 Gb file memory.
Let me know if I can provide any more details or info to help development and fix this issue. If the 3.3 LTS will be the latest and last version of Blender what film studios can use, it should be addressed because 99% of editors are working on Intel Mac computers because of AVID editing software versions and licenses.

Thanks!!

Screenshot 2023-01-10 at 10.59.01 AM.png

Screenshot 2023-01-10 at 10.59.24 AM.png

Screenshot 2023-01-10 at 11.00.23 AM.png

> In #103768#1471777, @PratikPB2123 wrote: > Hi, thanks for the report. As far as I can tell this has been fixed in 3.5: #103187 > Resolving commit was also backported to 3.4.1 but looks like it did not fix the problem: #102967/e01b98cdb6 > Can you check whether slow loading of menu is really fixed for you in 3.5?: https://builder.blender.org/download/daily/ Hi Pratik, thanks for your quick reply and help! I just tested the recent Blender 3.5 Alpha 7bf75231e8c5 version for Intel Mac and it has exactly the same issue. Right after I open Geo Node editor and hit SHIFT+A node look up, Blender starts load in all the Asset Browser contents and easily end up with an 8 Gb file memory. Let me know if I can provide any more details or info to help development and fix this issue. If the 3.3 LTS will be the latest and last version of Blender what film studios can use, it should be addressed because 99% of editors are working on Intel Mac computers because of AVID editing software versions and licenses. Thanks!! ![Screenshot 2023-01-10 at 10.59.01 AM.png](https://archive.blender.org/developer/F14137818/Screenshot_2023-01-10_at_10.59.01_AM.png) ![Screenshot 2023-01-10 at 10.59.24 AM.png](https://archive.blender.org/developer/F14137817/Screenshot_2023-01-10_at_10.59.24_AM.png) ![Screenshot 2023-01-10 at 11.00.23 AM.png](https://archive.blender.org/developer/F14137816/Screenshot_2023-01-10_at_11.00.23_AM.png)
Member

Hi, is it possible for you to share simplified asset library with us?
Right now we don't really have concrete steps for reproducing this issue locally.

Hi, is it possible for you to share simplified asset library with us? Right now we don't really have concrete steps for reproducing this issue locally.
Author

yes, I will put together a mixed asset library with geonodes and simple objects and will share with you. Give me a day to do it, please. Thank you for your help!

yes, I will put together a mixed asset library with geonodes and simple objects and will share with you. Give me a day to do it, please. Thank you for your help!
Author

Hi Pratik,

I quickly tested out a freshly installed official Blender 3.4.1 on the same computer I reported from. Didn't install any add-ons, didn't activate any official add-ons. Ran a plain, vanilla Blender.
Saved only 3 file paths for Asset Browser - see in attached pictures and attached libraries - and opened Geometry Node editor with a simple box geometry.
Geometry Node editor immediately started to read the assets, just like the Asset Browser and triggered the Assets Indexing function and saved the indexes in cache - see attached folder - ergo Geometry Node editor either linked or totally behaves as Asset Browser.
If you have any more questions and need more details, please let me know!

Thanks!Screenshot 2023-01-12 at 10.39.28 AM.png

Screenshot 2023-01-12 at 10.38.30 AM.png

Assets.zip

asset-library-indices.zip

Hi Pratik, I quickly tested out a freshly installed official Blender 3.4.1 on the same computer I reported from. Didn't install any add-ons, didn't activate any official add-ons. Ran a plain, vanilla Blender. Saved only 3 file paths for Asset Browser - see in attached pictures and attached libraries - and opened Geometry Node editor with a simple box geometry. Geometry Node editor immediately started to read the assets, just like the Asset Browser and triggered the Assets Indexing function and saved the indexes in cache - see attached folder - ergo Geometry Node editor either linked or totally behaves as Asset Browser. If you have any more questions and need more details, please let me know! Thanks!![Screenshot 2023-01-12 at 10.39.28 AM.png](https://archive.blender.org/developer/F14145773/Screenshot_2023-01-12_at_10.39.28_AM.png) ![Screenshot 2023-01-12 at 10.38.30 AM.png](https://archive.blender.org/developer/F14145772/Screenshot_2023-01-12_at_10.38.30_AM.png) [Assets.zip](https://archive.blender.org/developer/F14145771/Assets.zip) [asset-library-indices.zip](https://archive.blender.org/developer/F14145770/asset-library-indices.zip)
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
Member

Hi, thanks for the requested information. I'm still unable to repro this. Will ask others to check this.
BTW, how much RAM do you have?

Hi, thanks for the requested information. I'm still unable to repro this. Will ask others to check this. BTW, how much RAM do you have?
Author

Did you test with clear Cache folder in the app?
With no Asset Library cache?
Thanks

Did you test with clear Cache folder in the app? With no Asset Library cache? Thanks

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

I followed the mentioned steps, (the download took a few hours) but even with the assets loaded, I can't replicate the bug, either in the material nodes editor or in the geometry nodes.

None of the nodes in the assets appear in the {key Shift A} menu, (weird this causes memory overhead in your case).

The memory has not changed in my case.

Please try the latest daily build: https://builder.blender.org/download/

Go to File → Defaults → Load Factory Settings and then load your assets to see if you still can reproduce this issue.

If the problem persists, please give us more clear instructions on how to reproduce it from scratch.


System Information
Operating system: macOS-13.1-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M1 1.2

I followed the mentioned steps, (the download took a few hours) but even with the assets loaded, I can't replicate the bug, either in the material nodes editor or in the geometry nodes. None of the nodes in the assets appear in the {key Shift A} menu, (weird this causes memory overhead in your case). The memory has not changed in my case. Please try the latest daily build: https://builder.blender.org/download/ Go to File → Defaults → Load Factory Settings and then load your assets to see if you still can reproduce this issue. If the problem persists, please give us more clear instructions on how to reproduce it from scratch. --- **System Information** Operating system: `macOS-13.1-arm64-arm-64bit 64 Bits` Graphics card: `Metal API Apple M1 1.2`
Author

This comment was removed by @levybergman

*This comment was removed by @levybergman*
Author

Hi Germano,

thanks for your help and testing out the issue.

Let me ask, if there's any difference between Intel and Arm coding in Blender?

I see you have tested it on a Apple M1, and we're here running Intel Macs only so far.

I did a basic test again with a totally clean slate - FACTORY SETTINGS - and I need to tell you all:
On INTEL MAC computers

  1. I set up the links to Asset Libraries in Preferences.

  2. Opened Asset Library window and opened all the linked Asset folders, therefore in computer's Blender cache folder - if you open User/Library/Cache/Blender - there's a generated ASSET-LIBRARY-INDICES folder with all the registered assets inside Blender.

  3. Once you registered all of your assets in Asset Library and have the Asset indexing files in place, you can open Geometry Node editor and press SHIFT+A and Geometry Node Editor will look at the same cache folder and won't waste time with indexing assets.

If you open Geometry Node editor first, before creating ASSET-LIBRARY-INDICES in Blender cache, the Geometry Node editor will do the Asset indexing all at once and therefore will load all the assets and crash.

Let me know if it's not clear or need more testing, explanation.

Thanks!

Hi Germano, thanks for your help and testing out the issue. Let me ask, if there's any difference between Intel and Arm coding in Blender? I see you have tested it on a Apple M1, and we're here running Intel Macs only so far. I did a basic test again with a totally clean slate - FACTORY SETTINGS - and I need to tell you all: On INTEL MAC computers 1. I set up the links to Asset Libraries in Preferences. 2. Opened Asset Library window and opened all the linked Asset folders, therefore in computer's Blender cache folder - if you open User/Library/Cache/Blender - there's a generated ASSET-LIBRARY-INDICES folder with all the registered assets inside Blender. 3. Once you registered all of your assets in Asset Library and have the Asset indexing files in place, you can open Geometry Node editor and press SHIFT+A and Geometry Node Editor will look at the same cache folder and won't waste time with indexing assets. If you open Geometry Node editor first, before creating ASSET-LIBRARY-INDICES in Blender cache, the Geometry Node editor will do the Asset indexing all at once and therefore will load all the assets and crash. Let me know if it's not clear or need more testing, explanation. Thanks!

Added subscriber: @iss

Added subscriber: @iss

Can't reproduce on
Operating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48

@levybergman can you upload crash report?

Can't reproduce on Operating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48 @levybergman can you upload crash report?
Author

In #103768#1475170, @iss wrote:
Can't reproduce on
Operating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48

@levybergman can you upload crash report?

Hi Richard,

I used the latest blender-3.4.1-stable+v34.ef9ca44dee7f-darwin.x86_64-release.dmg version to reproduce the issue.
Blender didn't give me crash report even with the saved file, but our Mac did. The same thing happens: automatically starts Asset Indexing and depending on your asset collections, it just crashes after 5Gb - even if I turn OFF Asset Indexing in Developer Extras.
Let me know if I can get you more information.

Thanks,
Levy
Crash_Blender_3.4.rtf

Crash_Blender_3.4.pdf

> In #103768#1475170, @iss wrote: > Can't reproduce on > Operating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits > Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48 > > @levybergman can you upload crash report? Hi Richard, I used the latest blender-3.4.1-stable+v34.ef9ca44dee7f-darwin.x86_64-release.dmg version to reproduce the issue. Blender didn't give me crash report even with the saved file, but our Mac did. The same thing happens: automatically starts Asset Indexing and depending on your asset collections, it just crashes after 5Gb - even if I turn OFF Asset Indexing in Developer Extras. Let me know if I can get you more information. Thanks, Levy [Crash_Blender_3.4.rtf](https://archive.blender.org/developer/F14159618/Crash_Blender_3.4.rtf) [Crash_Blender_3.4.pdf](https://archive.blender.org/developer/F14159617/Crash_Blender_3.4.pdf)

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

Could be memleak in GPU driver. Can you check if this happens in 3.5 alpha and Metal backend? Go to Preferences > System > GPU Backend (not cycles render device) and chose Metal.

Could be memleak in GPU driver. Can you check if this happens in 3.5 alpha and Metal backend? Go to Preferences > System > GPU Backend (not cycles render device) and chose Metal.
Author

{F14161352}>>! In #103768#1475640, @iss wrote:

Could be memleak in GPU driver. Can you check if this happens in 3.5 alpha and Metal backend? Go to Preferences > System > GPU Backend (not cycles render device) and chose Metal.

Just tested GPU Backend in 3.5. today's version.
It produces exactly the same Asset Browser reads and crash as 3.4 and 3.4.1
Also, if I import all the settings from 3.3.3 and just modify to GPU Backend, Blender won't even restart - just crashes immediately right when you try to open it.
Also, in 3.5 on Intel Mac won't highlight meshes if you click on them.

Geometry Nodes editor won't crash Blender 3.4.1 daily built if you use existing ASSET-LIBRARY-INDICES.
Otherwise, when you connect your Asset Library folders, it would index them immediately - even if you turn off this option in Developer Extras.

Blender 3.3.3 works flawlessly even if we modify the Asset Libraries and need to remove previous indexing and restart. Blender 3.3.3 just works perfectly fine as it used to be.

Let me know if you want me to test further and/or need any more information.

Thanks,
Levy

{[F14161352](https://archive.blender.org/developer/F14161352/blender.crash.txt)}>>! In #103768#1475640, @iss wrote: > Could be memleak in GPU driver. Can you check if this happens in 3.5 alpha and Metal backend? Go to Preferences > System > GPU Backend (not cycles render device) and chose Metal. Just tested GPU Backend in 3.5. today's version. It produces exactly the same Asset Browser reads and crash as 3.4 and 3.4.1 Also, if I import all the settings from 3.3.3 and just modify to GPU Backend, Blender won't even restart - just crashes immediately right when you try to open it. Also, in 3.5 on Intel Mac won't highlight meshes if you click on them. Geometry Nodes editor won't crash Blender 3.4.1 daily built if you use existing ASSET-LIBRARY-INDICES. Otherwise, when you connect your Asset Library folders, it would index them immediately - even if you turn off this option in Developer Extras. Blender 3.3.3 works flawlessly even if we modify the Asset Libraries and need to remove previous indexing and restart. Blender 3.3.3 just works perfectly fine as it used to be. Let me know if you want me to test further and/or need any more information. Thanks, Levy

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel

From hardware list I see, that @JulianEisel has similar hardware, perhaps he can check

From hardware list I see, that @JulianEisel has similar hardware, perhaps he can check
Philipp Oeser removed the
Interest
Nodes & Physics
label 2023-02-10 08:43:15 +01:00
Author

Hello lovely Blender developers,
I'm 100% sure you're all very busy preparing to 3.5 release but I need to ask if there will be any chance to get solutions for recent issues in 3.4.1 on macOS Intel?
Will there be any improvements in 3.5 or consider 3.3 LTS as the last stable release on macOS Intel and that's it?

Thanks in advance for your help!

Levy

Hello lovely Blender developers, I'm 100% sure you're all very busy preparing to 3.5 release but I need to ask if there will be any chance to get solutions for recent issues in 3.4.1 on macOS Intel? Will there be any improvements in 3.5 or consider 3.3 LTS as the last stable release on macOS Intel and that's it? Thanks in advance for your help! Levy
Member

Could it be that this was related to #104305 (and therefor fixed in 3.5 or 3.6)?

@levybergman : could you re-check in a fresh build from https://builder.blender.org/download/daily/?

Could it be that this was related to #104305 (and therefor fixed in 3.5 or 3.6)? @levybergman : could you re-check in a fresh build from https://builder.blender.org/download/daily/?
Philipp Oeser added
Status
Needs Information from User
and removed
Status
Needs Triage
labels 2023-04-18 15:03:48 +02:00
Author

Could it be that this was related to #104305 (and therefor fixed in 3.5 or 3.6)?

@levybergman : could you re-check in a fresh build from https://builder.blender.org/download/daily/?

Just checked. NOT SOLVED AT ALL.
It's still doing it.
In Geometry Nodes editor you press SHIFT+A to search for node, it triggers immediately asset browsing inside Blender, starts to increase the memory and occasionally leads to crash, unless you have all of your libraries related "asset-library-indices" saved.

Whatever changed since 3.3LTS it messed up on Intel Macs the Asset Browser and Node Editor relations.
3.4 was absolutely useless. Like it doesn't exist.
3.5 is more stable but we also learned to transfer all asset-library-indices whenever we change computer otherwise it's just crashing.
If someone would finally listen at Blender and would check out Asset Browser and Node editors connection, that would definitely help.

> Could it be that this was related to #104305 (and therefor fixed in 3.5 or 3.6)? > > @levybergman : could you re-check in a fresh build from https://builder.blender.org/download/daily/? Just checked. NOT SOLVED AT ALL. It's still doing it. In Geometry Nodes editor you press SHIFT+A to search for node, it triggers immediately asset browsing inside Blender, starts to increase the memory and occasionally leads to crash, unless you have all of your libraries related "asset-library-indices" saved. Whatever changed since 3.3LTS it messed up on Intel Macs the Asset Browser and Node Editor relations. 3.4 was absolutely useless. Like it doesn't exist. 3.5 is more stable but we also learned to transfer all asset-library-indices whenever we change computer otherwise it's just crashing. If someone would finally listen at Blender and would check out Asset Browser and Node editors connection, that would definitely help.
Philipp Oeser added
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Needs Triage
and removed
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Needs Information from User
labels 2023-04-18 15:18:21 +02:00
Member

OK, returning here (sorry it took a while).

So, 3.4 introduced the node group assets to search menus in Node Editors, see bdb5754147
This is a feature, I would expect the Node Editors to create an index here, this alone I would not consider a bug.

What I still dont get from reading through this:

  • does the Node Editor crash while the Asset Browser doesnt?
    -- this might be because the Asset Browser reads in some stuff in a "sliding window" fashion (so not all at once)
OK, returning here (sorry it took a while). So, 3.4 introduced the node group assets to search menus in Node Editors, see bdb57541475f20 This is a **feature**, I would expect the Node Editors to create an index here, this alone I would not consider a bug. What I still dont get from reading through this: - does the Node Editor crash while the Asset Browser doesnt? -- this might be because the Asset Browser reads in some stuff in a "sliding window" fashion (so not all at once)
Philipp Oeser added
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Needs Information from User
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Needs Triage
labels 2023-05-31 14:11:44 +02:00
Author

Thanks Philipp,

it was kind of obvious that it was a newly introduced feature, which is still creates a lots of issues if we’re moving projects to a new computer without prepared asset indexes.

Is there a way to ignore it or turned it off?

Thanks,
Levy

OK, returning here (sorry it took a while).

So, 3.4 introduced the node group assets to search menus in Node Editors, see bdb5754147
This is a feature, I would expect the Node Editors to create an index here, this alone I would not consider a bug.

What I still dont get from reading through this:

  • does the Node Editor crash while the Asset Browser doesnt?
    -- this might be because the Asset Browser reads in some stuff in a "sliding window" fashion (so not all at once)
Thanks Philipp, it was kind of obvious that it was a newly introduced feature, which is still creates a lots of issues if we’re moving projects to a new computer without prepared asset indexes. Is there a way to ignore it or turned it off? Thanks, Levy > OK, returning here (sorry it took a while). > > So, 3.4 introduced the node group assets to search menus in Node Editors, see bdb57541475f20 > This is a **feature**, I would expect the Node Editors to create an index here, this alone I would not consider a bug. > > What I still dont get from reading through this: > - does the Node Editor crash while the Asset Browser doesnt? > -- this might be because the Asset Browser reads in some stuff in a "sliding window" fashion (so not all at once)
Member

it was kind of obvious that it was a newly introduced feature, which is still creates a lots of issues if we’re moving projects to a new computer without prepared asset indexes.

Well, we have the potential huge memory consumption (plus crash?) when creating the index [which nobody here including me can reproduce afaict -- i myself have quite big asset libraries in addition to what I downloaded here and the indexing only takes a couple of seconds with no real memory hit as you are apparently experiencing].

Do we have other problems?
You also havent answered yet if the Asset Browser itself behaves better?

Is there a way to ignore it or turned it off?

Not that I am aware of, disabling Asset Indexing in Experimental will reload from disk all the time (certainly not what you want either).

> it was kind of obvious that it was a newly introduced feature, which is still creates a lots of issues if we’re moving projects to a new computer without prepared asset indexes. Well, we have the potential huge memory consumption (plus crash?) when creating the index [which nobody here including me can reproduce afaict -- i myself have quite big asset libraries in addition to what I downloaded here and the indexing only takes a couple of seconds with no real memory hit as you are apparently experiencing]. Do we have other problems? You also havent answered yet if the Asset Browser itself behaves better? > Is there a way to ignore it or turned it off? Not that I am aware of, disabling Asset Indexing in Experimental will reload from disk all the time (certainly not what you want either).
Author

Asset Browser doesn’t behave differently.
Asset Browser works perfectly fine.

Geo Node editor is problematic with this feature.
My question was about turning off asset indexing in Geo Node editor.

Other issue is in Geo Node editor switching node ( SHIFT + S ) doesn’t work.

Thanks,
Levy

it was kind of obvious that it was a newly introduced feature, which is still creates a lots of issues if we’re moving projects to a new computer without prepared asset indexes.

Well, we have the potential huge memory consumption (plus crash?) when creating the index [which nobody here including me can reproduce afaict -- i myself have quite big asset libraries in addition to what I downloaded here and the indexing only takes a couple of seconds with no real memory hit as you are apparently experiencing].

Do we have other problems?
You also havent answered yet if the Asset Browser itself behaves better?

Is there a way to ignore it or turned it off?

Not that I am aware of, disabling Asset Indexing in Experimental will reload from disk all the time (certainly not what you want either).

Asset Browser doesn’t behave differently. Asset Browser works perfectly fine. Geo Node editor is problematic with this feature. My question was about turning off asset indexing in Geo Node editor. Other issue is in Geo Node editor switching node ( SHIFT + S ) doesn’t work. Thanks, Levy > > it was kind of obvious that it was a newly introduced feature, which is still creates a lots of issues if we’re moving projects to a new computer without prepared asset indexes. > > Well, we have the potential huge memory consumption (plus crash?) when creating the index [which nobody here including me can reproduce afaict -- i myself have quite big asset libraries in addition to what I downloaded here and the indexing only takes a couple of seconds with no real memory hit as you are apparently experiencing]. > > Do we have other problems? > You also havent answered yet if the Asset Browser itself behaves better? > > > Is there a way to ignore it or turned it off? > > Not that I am aware of, disabling Asset Indexing in Experimental will reload from disk all the time (certainly not what you want either).
Member

Asset Browser doesn’t behave differently.
Asset Browser works perfectly fine.

It is not different from the Node Editors? [I thought these were taking up huge amounts of memory -- and crash? How can that not be a problem in the Asset Browser?]

Geo Node editor is problematic with this feature.
My question was about turning off asset indexing in Geo Node editor.

Indexing you turn OFF in experimental Preferences (doing that will read from disk more often -- it works here though, it does not create folders in /home/me/.cache/blender/asset-library-indices then), I doubt though that this will give you a better experience?
You cannot turn OFF loading/searching assets as a whole in Node Editors though.

Other issue is in Geo Node editor switching node ( SHIFT + S ) doesn’t work.

This is totally unrelated -- it is a Node Wrangler Addon request/report which is irrelevant here (feel free to drop this here https://projects.blender.org/blender/blender-addons/issues)

> Asset Browser doesn’t behave differently. > Asset Browser works perfectly fine. It is not different from the Node Editors? [I thought these were taking up huge amounts of memory -- and crash? How can that **not** be a problem in the Asset Browser?] > Geo Node editor is problematic with this feature. > My question was about turning off asset indexing in Geo Node editor. Indexing you turn OFF in experimental Preferences (doing that will read from disk more often -- it works here though, it does not create folders in `/home/me/.cache/blender/asset-library-indices` then), I doubt though that this will give you a better experience? You cannot turn OFF loading/searching assets as a whole in Node Editors though. > Other issue is in Geo Node editor switching node ( SHIFT + S ) doesn’t work. This is totally unrelated -- it is a Node Wrangler Addon request/report which is irrelevant here (feel free to drop this here https://projects.blender.org/blender/blender-addons/issues)
Author

Asset Browser doesn’t behave differently.
Asset Browser works perfectly fine.

It is not different from the Node Editors? [I thought these were taking up huge amounts of memory -- and crash? How can that not be a problem in the Asset Browser?]

The using practice of the Asset Browser is totally different. You register a folder with assets and open it - ergo create indexes - rather than opening everything at once and scanning it like Geo Node editor does.
I’m not saying it wouldn’t crash if it would open and scan - indexing - everything at once, but the average usage of the Asset Browser doesn’t indicate.

Geo Node editor is problematic with this feature.
My question was about turning off asset indexing in Geo Node editor.

Indexing you turn OFF in experimental Preferences (doing that will read from disk more often -- it works here though, it does not create folders in /home/me/.cache/blender/asset-library-indices then), I doubt though that this will give you a better experience?
You cannot turn OFF loading/searching assets as a whole in Node Editors though.

Than Node Editors will be messed up since 3.3 LTS
It is what it is.

Other issue is in Geo Node editor switching node ( SHIFT + S ) doesn’t work.

This is totally unrelated -- it is a Node Wrangler Addon request/report which is irrelevant here (feel free to drop this here https://projects.blender.org/blender/blender-addons/issues)

Will definitely report it. Thanks.

> > Asset Browser doesn’t behave differently. > > Asset Browser works perfectly fine. > > It is not different from the Node Editors? [I thought these were taking up huge amounts of memory -- and crash? How can that **not** be a problem in the Asset Browser?] The using practice of the Asset Browser is totally different. You register a folder with assets and open it - ergo create indexes - rather than opening everything at once and scanning it like Geo Node editor does. I’m not saying it wouldn’t crash if it would open and scan - indexing - everything at once, but the average usage of the Asset Browser doesn’t indicate. > > > Geo Node editor is problematic with this feature. > > My question was about turning off asset indexing in Geo Node editor. > > Indexing you turn OFF in experimental Preferences (doing that will read from disk more often -- it works here though, it does not create folders in `/home/me/.cache/blender/asset-library-indices` then), I doubt though that this will give you a better experience? > You cannot turn OFF loading/searching assets as a whole in Node Editors though. Than Node Editors will be messed up since 3.3 LTS It is what it is. > > > Other issue is in Geo Node editor switching node ( SHIFT + S ) doesn’t work. > > This is totally unrelated -- it is a Node Wrangler Addon request/report which is irrelevant here (feel free to drop this here https://projects.blender.org/blender/blender-addons/issues) Will definitely report it. Thanks.
Member

The using practice of the Asset Browser is totally different. You register a folder with assets and open it - ergo create indexes - rather than opening everything at once and scanning it like Geo Node editor does.
I’m not saying it wouldn’t crash if it would open and scan - indexing - everything at once, but the average usage of the Asset Browser doesn’t indicate.

Well it does index everything by default now since the All entry is the default now in the Asset Browser:
image

Than Node Editors will be messed up since 3.3 LTS
It is what it is.

Unless we could reproduce the enormous memory consumption (with possible crash), I would not say this is true, so we still gotta find a way to repro that

> The using practice of the Asset Browser is totally different. You register a folder with assets and open it - ergo create indexes - rather than opening everything at once and scanning it like Geo Node editor does. > I’m not saying it wouldn’t crash if it would open and scan - indexing - everything at once, but the average usage of the Asset Browser doesn’t indicate. Well it does index everything by default now since the `All` entry is the default now in the Asset Browser: ![image](/attachments/2efd2a49-1869-43e2-a881-8cef6a937a03) > Than Node Editors will be messed up since 3.3 LTS > It is what it is. Unless we could reproduce the enormous memory consumption (with possible crash), I would not say this is true, so we still gotta find a way to repro that
5.3 KiB
Author

The using practice of the Asset Browser is totally different. You register a folder with assets and open it - ergo create indexes - rather than opening everything at once and scanning it like Geo Node editor does.
I’m not saying it wouldn’t crash if it would open and scan - indexing - everything at once, but the average usage of the Asset Browser doesn’t indicate.

Well it does index everything by default now since the All entry is the default now in the Asset Browser:
image

Yes it does, but it never crashed after it was fully loaded, every single asset folder was registered.
It doesn’t crash, but Node Editors.

Than Node Editors will be messed up since 3.3 LTS
It is what it is.

Unless we could reproduce the enormous memory consumption (with possible crash), I would not say this is true, so we still gotta find a way to repro that

> > The using practice of the Asset Browser is totally different. You register a folder with assets and open it - ergo create indexes - rather than opening everything at once and scanning it like Geo Node editor does. > > I’m not saying it wouldn’t crash if it would open and scan - indexing - everything at once, but the average usage of the Asset Browser doesn’t indicate. > > Well it does index everything by default now since the `All` entry is the default now in the Asset Browser: > ![image](/attachments/2efd2a49-1869-43e2-a881-8cef6a937a03) > > Yes it does, but it never crashed after it was fully loaded, every single asset folder was registered. It doesn’t crash, but Node Editors. > > Than Node Editors will be messed up since 3.3 LTS > > It is what it is. > > Unless we could reproduce the enormous memory consumption (with possible crash), I would not say this is true, so we still gotta find a way to repro that >
Member

From the provided crash logs:

Thread 134 Crashed:
0 libsystem_kernel.dylib 0x7ff8147b622a __pthread_kill + 10
1 libsystem_pthread.dylib 0x7ff8147edf7b pthread_kill + 263
2 libsystem_c.dylib 0x7ff814737d3f __abort + 139
3 libsystem_c.dylib 0x7ff814737cb4 abort + 138
4 libc++abi.dylib 0x7ff8147a8082 abort_message + 241
5 libc++abi.dylib 0x7ff81479923d demangling_terminate_handler() + 266
6 libobjc.A.dylib 0x7ff81449602b _objc_terminate() + 104
7 libc++abi.dylib 0x7ff8147a74a5 std::__terminate(void (*)()) + 8
8 libc++abi.dylib 0x7ff8147a9d05
__cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27
9 libc++abi.dylib 0x7ff8147a9ccc __cxa_throw + 116
10 Blender 0x10f740a9c
nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,
std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>,
std::__1::allocator<char> >, bool, long long, unsigned long long, double,
std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char,
std::__1::allocator<unsigned char> > > >::dump_escaped(std::__1::basic_string<char,
std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) + 1372
11 Blender 0x10f73f62b
nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,
std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>,
std::__1::allocator<char> >, bool, long long, unsigned long long, double,
std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char,
std::__1::allocator<unsigned char> > >
>::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector,
std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >,
bool, long long, unsigned long long, double, std::__1::allocator,
nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned
char> > > const&, bool, bool, unsigned int, unsigned int) + 715
12 Blender 0x10f73f91a
nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,
std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>,
std::__1::allocator<char> >, bool, long long, unsigned long long, double,
std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char,
std::__1::allocator<unsigned char> > >
>::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector,
std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >,
bool, long long, unsigned long long, double, std::__1::allocator,
nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned
char> > > const&, bool, bool, unsigned int, unsigned int) + 1466
13 Blender 0x10f73fa07
nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,
std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>,
std::__1::allocator<char> >, bool, long long, unsigned long long, double,
std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char,
std::__1::allocator<unsigned char> > >
>::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector,
std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >,
bool, long long, unsigned long long, double, std::__1::allocator,
nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned
char> > > const&, bool, bool, unsigned int, unsigned int) + 1703
14 Blender 0x10f73f9b0
nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,
std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>,
std::__1::allocator<char> >, bool, long long, unsigned long long, double,
std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char,
std::__1::allocator<unsigned char> > >
>::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector,
std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >,
bool, long long, unsigned long long, double, std::__1::allocator,
nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned
char> > > const&, bool, bool, unsigned int, unsigned int) + 1616
15 Blender 0x10f731f79
nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector,
std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >,
bool, long long, unsigned long long, double, std::__1::allocator,
nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned
char> > >::dump(int, char, bool, nlohmann::detail::error_handler_t) const + 457
16 Blender 0x10f731739
blender::io::serialize::JsonFormatter::serialize(std::__1::basic_ostream<char,
std::__1::char_traits<char> >&, blender::io::serialize::Value const&) + 121
17 Blender 0x104cf4553
blender::ed::asset::index::AssetIndexFile::write_contents(blender::ed::asset::index::Ass
etIndex&) + 467
18 Blender 0x104cf0f84
blender::ed::asset::index::update_index(char const*, FileIndexerEntries*, void*) + 228
19 Blender 0x10517ba04
filelist_readjob_recursive_dir_add_items(bool, FileListReadJob*, short const*, short*,
float*) + 2356
20 Blender 0x10517ac8e
filelist_readjob_asset_library(FileListReadJob*, short*, short*, float*) + 270
21 Blender 0x1042e74c8 do_job_thread + 40
22 libsystem_pthread.dylib 0x7ff8147ee259 _pthread_start + 125
23 libsystem_pthread.dylib 0x7ff8147e9c7b thread_start + 15
Thread 134 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x000070000bbc7000 rcx: 0x000070000bbc4be8
rdx: 0x0000000000000000
rdi: 0x0000000000036037 rsi: 0x0000000000000006 rbp: 0x000070000bbc4c10 rsp:
0x000070000bbc4be8
r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070000bbc7000
r11: 0x0000000000000246
r12: 0x0000000000036037 r13: 0x0000003000000008 r14: 0x0000000000000006
r15: 0x0000000000000016
rip: 0x00007ff8147b622a rfl: 0x0000000000000246 cr2: 0x00007ff8565405b8
Logical CPU: 0
Error Code: 0x02000148
Trap Number: 133

So crash seems to be in nlohmann's JSON library [possibly on Intel Macs only].

@Jeroen-Bakker @JulianEisel @dr.sybren : does this ring a bell somehow?

From the provided crash logs: ``` Thread 134 Crashed: 0 libsystem_kernel.dylib 0x7ff8147b622a __pthread_kill + 10 1 libsystem_pthread.dylib 0x7ff8147edf7b pthread_kill + 263 2 libsystem_c.dylib 0x7ff814737d3f __abort + 139 3 libsystem_c.dylib 0x7ff814737cb4 abort + 138 4 libc++abi.dylib 0x7ff8147a8082 abort_message + 241 5 libc++abi.dylib 0x7ff81479923d demangling_terminate_handler() + 266 6 libobjc.A.dylib 0x7ff81449602b _objc_terminate() + 104 7 libc++abi.dylib 0x7ff8147a74a5 std::__terminate(void (*)()) + 8 8 libc++abi.dylib 0x7ff8147a9d05 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27 9 libc++abi.dylib 0x7ff8147a9ccc __cxa_throw + 116 10 Blender 0x10f740a9c nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > >::dump_escaped(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool) + 1372 11 Blender 0x10f73f62b nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > >::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > const&, bool, bool, unsigned int, unsigned int) + 715 12 Blender 0x10f73f91a nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > >::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > const&, bool, bool, unsigned int, unsigned int) + 1466 13 Blender 0x10f73fa07 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > >::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > const&, bool, bool, unsigned int, unsigned int) + 1703 14 Blender 0x10f73f9b0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > >::dump(nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > > const&, bool, bool, unsigned int, unsigned int) + 1616 15 Blender 0x10f731f79 nlohmann::basic_json<nlohmann::ordered_map, std::__1::vector, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, bool, long long, unsigned long long, double, std::__1::allocator, nlohmann::adl_serializer, std::__1::vector<unsigned char, std::__1::allocator<unsigned char> > >::dump(int, char, bool, nlohmann::detail::error_handler_t) const + 457 16 Blender 0x10f731739 blender::io::serialize::JsonFormatter::serialize(std::__1::basic_ostream<char, std::__1::char_traits<char> >&, blender::io::serialize::Value const&) + 121 17 Blender 0x104cf4553 blender::ed::asset::index::AssetIndexFile::write_contents(blender::ed::asset::index::Ass etIndex&) + 467 18 Blender 0x104cf0f84 blender::ed::asset::index::update_index(char const*, FileIndexerEntries*, void*) + 228 19 Blender 0x10517ba04 filelist_readjob_recursive_dir_add_items(bool, FileListReadJob*, short const*, short*, float*) + 2356 20 Blender 0x10517ac8e filelist_readjob_asset_library(FileListReadJob*, short*, short*, float*) + 270 21 Blender 0x1042e74c8 do_job_thread + 40 22 libsystem_pthread.dylib 0x7ff8147ee259 _pthread_start + 125 23 libsystem_pthread.dylib 0x7ff8147e9c7b thread_start + 15 Thread 134 crashed with X86 Thread State (64-bit): rax: 0x0000000000000000 rbx: 0x000070000bbc7000 rcx: 0x000070000bbc4be8 rdx: 0x0000000000000000 rdi: 0x0000000000036037 rsi: 0x0000000000000006 rbp: 0x000070000bbc4c10 rsp: 0x000070000bbc4be8 r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070000bbc7000 r11: 0x0000000000000246 r12: 0x0000000000036037 r13: 0x0000003000000008 r14: 0x0000000000000006 r15: 0x0000000000000016 rip: 0x00007ff8147b622a rfl: 0x0000000000000246 cr2: 0x00007ff8565405b8 Logical CPU: 0 Error Code: 0x02000148 Trap Number: 133 ``` So crash seems to be in nlohmann's JSON library [possibly on Intel Macs only]. @Jeroen-Bakker @JulianEisel @dr.sybren : does this ring a bell somehow?
Philipp Oeser added the
Platform
macOS
label 2023-05-31 18:17:29 +02:00
Member

Or maybe @HooglyBoogly would know?

Or maybe @HooglyBoogly would know?
Philipp Oeser added the
Interest
Asset Browser
Interest
Pipeline, Assets & IO
labels 2023-05-31 18:18:43 +02:00
Member

Seems like an unhandled exception. This could be caused by invalid unicode character handling, I've seen issues with that before, and the JSON library we use throws exceptions for this by default.

Are there any unicode characters at play here, e.g. in file paths/names, asset names, asset descriptions, tags, etc? May not be easy to check in large libraries, but maybe you know offhand.

Seems like an unhandled exception. This *could* be caused by invalid unicode character handling, I've seen issues with that before, and the JSON library we use throws exceptions for this by default. Are there any unicode characters at play here, e.g. in file paths/names, asset names, asset descriptions, tags, etc? May not be easy to check in large libraries, but maybe you know offhand.
Author

Seems like an unhandled exception. This could be caused by invalid unicode character handling, I've seen issues with that before, and the JSON library we use does that by default.

Are there any unicode characters at play here, e.g. in file paths/names, asset names, asset descriptions, tags, etc? May not be easy to check in large libraries, but maybe you know offhand.

Hi Julien,

nope, no unicode in libraries and assets.

Thanks,
Levy

> Seems like an unhandled exception. This *could* be caused by invalid unicode character handling, I've seen issues with that before, and the JSON library we use does that by default. > > Are there any unicode characters at play here, e.g. in file paths/names, asset names, asset descriptions, tags, etc? May not be easy to check in large libraries, but maybe you know offhand. Hi Julien, nope, no unicode in libraries and assets. Thanks, Levy
Member

I tested it on a Mac Mini I5 (MacOS 12.5) And it doesn't crash for me here.
I ran a debug build of Blender 4.0

INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/100+ Crumpled Paper/crumpedpaper.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/3c82716c8dff5d0a/4c52c36a9b405685_crumpedpaper.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/17th Century Furniture/17th Century Furniture.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/e9a9f0256b0a08cc/1758cf6795eb5191_17th Century Furniture.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Urban Shader Collection/Urban Environment Pack.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/9518609bc4212d23_Urban Environment Pack.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Carbonfiber.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/af2c903879097b6a_Carbonfiber.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Glitch.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/80559d923262dea8_Glitch.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Greeble.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/8f26706f9eb1fa43_Greeble.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Iridescent Glass Gumroad.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/e4c06eb37ba2f020_Iridescent Glass Gumroad.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/loopinginstances_31.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/e9085192be7d4910_loopinginstances_31.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Moss.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/eaf6f9e00184b08f_Moss.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Procedural Rain FX.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/546206c302858fc6_Procedural Rain FX.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Raymarching Volumetrics.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/4f936e1e959c65df_Raymarching Volumetrics.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Rust.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/eaf7d49b1d9e68fb_Rust.blend.index.json].
INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/blender-git/build_darwin/bin/Blender.app/Contents/Resources/4.0/datafiles/assets/geometry_nodes/procedural_hair_node_assets.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/3eb1468b540e160e/aed56cd47a495e7f_procedural_hair_node_assets.blend.index.json].
Saved session recovery to "/var/folders/_h/5mp7pq0j45x9whqtsvcnkgxh0000gn/T/quit.blend"

Blender quit

Blender has some logging in this module. Is it possible for you to start Blender from the command line with the next command line argument and see where in the process it is.

/Users/jeroen/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender --log "ed.asset"

You need to change the path to where you have installed Blender.app.

I tested it on a Mac Mini I5 (MacOS 12.5) And it doesn't crash for me here. I ran a debug build of Blender 4.0 ``` INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/100+ Crumpled Paper/crumpedpaper.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/3c82716c8dff5d0a/4c52c36a9b405685_crumpedpaper.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/17th Century Furniture/17th Century Furniture.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/e9a9f0256b0a08cc/1758cf6795eb5191_17th Century Furniture.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Urban Shader Collection/Urban Environment Pack.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/9518609bc4212d23_Urban Environment Pack.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Carbonfiber.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/af2c903879097b6a_Carbonfiber.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Glitch.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/80559d923262dea8_Glitch.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Greeble.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/8f26706f9eb1fa43_Greeble.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Iridescent Glass Gumroad.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/e4c06eb37ba2f020_Iridescent Glass Gumroad.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/loopinginstances_31.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/e9085192be7d4910_loopinginstances_31.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Moss.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/eaf6f9e00184b08f_Moss.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Procedural Rain FX.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/546206c302858fc6_Procedural Rain FX.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Raymarching Volumetrics.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/4f936e1e959c65df_Raymarching Volumetrics.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/Movies/_BLENDER_ADD_ONS/_ASSETS/_ALEX_HESKETT/Rust.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/0eeb98b32bf79a7a/eaf7d49b1d9e68fb_Rust.blend.index.json]. INFO (ed.asset): source/blender/editors/asset/intern/asset_indexer.cc:896 update_index: Update asset index for [/Users/jeroen/blender-git/build_darwin/bin/Blender.app/Contents/Resources/4.0/datafiles/assets/geometry_nodes/procedural_hair_node_assets.blend] store index in [/Users/jeroen/Library/Caches/Blender/asset-library-indices/3eb1468b540e160e/aed56cd47a495e7f_procedural_hair_node_assets.blend.index.json]. Saved session recovery to "/var/folders/_h/5mp7pq0j45x9whqtsvcnkgxh0000gn/T/quit.blend" Blender quit ``` Blender has some logging in this module. Is it possible for you to start Blender from the command line with the next command line argument and see where in the process it is. `/Users/jeroen/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender --log "ed.asset"` You need to change the path to where you have installed Blender.app.
Author

@JulianEisel @lichtwerk
Is there a way to connect Node Editors especially Geometry Nodes Asset Browser indexing feature to Node Presets? Therefore it will give an option to use it or not?
Thanks, Levy

@JulianEisel @lichtwerk Is there a way to connect Node Editors especially Geometry Nodes Asset Browser indexing feature to Node Presets? Therefore it will give an option to use it or not? Thanks, Levy
Member

Blender has some logging in this module. Is it possible for you to start Blender from the command line with the next command line argument and see where in the process it is.

/Users/jeroen/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender --log "ed.asset"

You need to change the path to where you have installed Blender.app.

Have we tried this?

@JulianEisel @lichtwerk
Is there a way to connect Node Editors especially Geometry Nodes Asset Browser indexing feature to Node Presets? Therefore it will give an option to use it or not?
Thanks, Levy

No.

> Blender has some logging in this module. Is it possible for you to start Blender from the command line with the next command line argument and see where in the process it is. > > `/Users/jeroen/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender --log "ed.asset"` > > You need to change the path to where you have installed Blender.app. Have we tried this? > @JulianEisel @lichtwerk > Is there a way to connect Node Editors especially Geometry Nodes Asset Browser indexing feature to Node Presets? Therefore it will give an option to use it or not? > Thanks, Levy No.
Member

No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed.

Thanks again for the report. If the problem persists please open a new report with the required information.

No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed. Thanks again for the report. If the problem persists please open a new report with the required information.
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