viewport render with path guiding crashes #104329

Closed
opened 2023-02-03 18:00:36 +01:00 by thomas-29 · 12 comments

System Information
Operating system: Linux-6.1.9-lp153.2.g79d6a70-default-x86_64-with-glibc2.36 64 Bits
Graphics card: Radeon RX 570 Series (POLARIS10, DRM 3.49.0, 6.1.9-lp153.2.g79d6a70-default, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 21.2.4

Blender Version
Broken: version: 3.5.0 Alpha, branch: master, commit date: 2023-02-02 23:14, hash: 27e2b32a06
Worked: none (tried 3.4.1)

Short description of error
viewport render with path guiding crashes depending on the zoom factor of the viewport

Exact steps for others to reproduce the error

  • Open attached blend file
  • Zoom viewport to camera preview size as in the screenshot below:
  • Switch on path guiding (should be on already, just double check)
  • Switch to viewport shading rendered
  • Crash
    PathGuidingCrash2.blend
    ViewportZoomCrash.png

No crash with the following approach:

  • Open attached blend file
  • Zoom viewport to camera preview size as in the screenshot below:
  • Switch on path guiding (should be on already, just double check)
  • Switch to viewport shading rendered
  • No crash
    PathGuidingCrash2.blend
    ViewportZoomNoCrash.png
**System Information** Operating system: Linux-6.1.9-lp153.2.g79d6a70-default-x86_64-with-glibc2.36 64 Bits Graphics card: Radeon RX 570 Series (POLARIS10, DRM 3.49.0, 6.1.9-lp153.2.g79d6a70-default, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 21.2.4 **Blender Version** Broken: version: 3.5.0 Alpha, branch: master, commit date: 2023-02-02 23:14, hash: `27e2b32a06` Worked: none (tried 3.4.1) **Short description of error** viewport render with path guiding crashes depending on the zoom factor of the viewport **Exact steps for others to reproduce the error** - Open attached blend file - Zoom viewport to camera preview size as in the screenshot below: - Switch on path guiding (should be on already, just double check) - Switch to viewport shading rendered - Crash [PathGuidingCrash2.blend](https://archive.blender.org/developer/F14237438/PathGuidingCrash2.blend) ![ViewportZoomCrash.png](https://archive.blender.org/developer/F14237461/ViewportZoomCrash.png) --- No crash with the following approach: - Open attached blend file - Zoom viewport to camera preview size as in the screenshot below: - Switch on path guiding (should be on already, just double check) - Switch to viewport shading rendered - No crash [PathGuidingCrash2.blend](https://archive.blender.org/developer/F14237438/PathGuidingCrash2.blend) ![ViewportZoomNoCrash.png](https://archive.blender.org/developer/F14237484/ViewportZoomNoCrash.png)
Author

Added subscriber: @thomas-29

Added subscriber: @thomas-29
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. I'm not able to redo the crash in latest 3.5 buildbot build
Could you upload crash logs: https://docs.blender.org/manual/en/dev/troubleshooting/crash.html#linux

Hi, thanks for the report. I'm not able to redo the crash in latest 3.5 buildbot build Could you upload crash logs: https://docs.blender.org/manual/en/dev/troubleshooting/crash.html#linux
Author

The logs produced by blender-3.5.0-alpha+master.b642dc7bc7d8-linux.x86_64-release
Console log:
console-log.txt
Crash log:
PathGuidingCrash2.crash.txt

Console log of a successful render (no crash) after zooming out:
console-log-no-crash.txt

The logs produced by blender-3.5.0-alpha+master.b642dc7bc7d8-linux.x86_64-release Console log: [console-log.txt](https://archive.blender.org/developer/F14253112/console-log.txt) Crash log: [PathGuidingCrash2.crash.txt](https://archive.blender.org/developer/F14253114/PathGuidingCrash2.crash.txt) Console log of a successful render (no crash) after zooming out: [console-log-no-crash.txt](https://archive.blender.org/developer/F14253225/console-log-no-crash.txt)
Member

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

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

Actually, I also managed to repro the crash with split window (when monitoring CPU/memory utilization)

blender.exe         :0x00007FF6AE8B1B60  openpgl::KDTreePartitionBuilder<openpgl::Region<openpgl::ParallaxAwareVonMisesFisherMixture<8,32>,o
blender.exe         :0x00007FF6AE8B1610  openpgl::KDTreePartitionBuilder<openpgl::Region<openpgl::ParallaxAwareVonMisesFisherMixture<8,32>,o
blender.exe         :0x00007FF6AE8B0D00  openpgl::Field<8,openpgl::AdaptiveSplitAndMergeFactory<openpgl::ParallaxAwareVonMisesFisherMixture<
blender.exe         :0x00007FF6AE8B1180  openpgl::SurfaceVolumeField<8,openpgl::AdaptiveSplitAndMergeFactory<openpgl::ParallaxAwareVonMisesF
blender.exe         :0x00007FF6AE876120  pglFieldUpdate
blender.exe         :0x00007FF6AB6A8500  ccl::PathTrace::guiding_update_structures
blender.exe         :0x00007FF6AB6A9900  ccl::PathTrace::render_pipeline
blender.exe         :0x00007FF6AB6A9840  ccl::PathTrace::render
blender.exe         :0x00007FF6AB684E90  ccl::Session::run_main_render_loop
blender.exe         :0x00007FF6AB686530  ccl::Session::thread_render
blender.exe         :0x00007FF6AB686910  ccl::Session::thread_run
blender.exe         :0x00007FF6AE8C9610  ccl::thread::run
blender.exe         :0x00007FF6AAE330E0  std::thread::_Invoke<std::tuple<void * __ptr64 (__cdecl*)(void * __ptr64),ccl::thread * __ptr64>,0,
ucrtbase.dll        :0x00007FFFD9C56BB0  recalloc
KERNEL32.DLL        :0x00007FFFDB8A5590  BaseThreadInitThunk
ntdll.dll           :0x00007FFFDC084830  RtlUserThreadStart```
Actually, I also managed to repro the crash with split window (when monitoring CPU/memory utilization) ```Stack trace: blender.exe :0x00007FF6AE8B1B60 openpgl::KDTreePartitionBuilder<openpgl::Region<openpgl::ParallaxAwareVonMisesFisherMixture<8,32>,o blender.exe :0x00007FF6AE8B1610 openpgl::KDTreePartitionBuilder<openpgl::Region<openpgl::ParallaxAwareVonMisesFisherMixture<8,32>,o blender.exe :0x00007FF6AE8B0D00 openpgl::Field<8,openpgl::AdaptiveSplitAndMergeFactory<openpgl::ParallaxAwareVonMisesFisherMixture< blender.exe :0x00007FF6AE8B1180 openpgl::SurfaceVolumeField<8,openpgl::AdaptiveSplitAndMergeFactory<openpgl::ParallaxAwareVonMisesF blender.exe :0x00007FF6AE876120 pglFieldUpdate blender.exe :0x00007FF6AB6A8500 ccl::PathTrace::guiding_update_structures blender.exe :0x00007FF6AB6A9900 ccl::PathTrace::render_pipeline blender.exe :0x00007FF6AB6A9840 ccl::PathTrace::render blender.exe :0x00007FF6AB684E90 ccl::Session::run_main_render_loop blender.exe :0x00007FF6AB686530 ccl::Session::thread_render blender.exe :0x00007FF6AB686910 ccl::Session::thread_run blender.exe :0x00007FF6AE8C9610 ccl::thread::run blender.exe :0x00007FF6AAE330E0 std::thread::_Invoke<std::tuple<void * __ptr64 (__cdecl*)(void * __ptr64),ccl::thread * __ptr64>,0, ucrtbase.dll :0x00007FFFD9C56BB0 recalloc KERNEL32.DLL :0x00007FFFDB8A5590 BaseThreadInitThunk ntdll.dll :0x00007FFFDC084830 RtlUserThreadStart```
Philipp Oeser removed the
Interest
Render & Cycles
label 2023-02-09 14:04:22 +01:00
CC @sherholz
Brecht Van Lommel added
Type
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and removed
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Report
labels 2023-02-09 14:29:06 +01:00

I can replicate this. I will have a look at it next week.

I can replicate this. I will have a look at it next week.

@brecht and @thomas-29 sorry for the delay.
I investigated the issue and I added a fix to Open PGL which will be in the upcoming 0.5.0 release (release will be this week).

The source of the problem was/is that for some reason some volume samples are generated even if volume bounces = 0.

@brecht is it the expected behaviour that Cycles generates some volumetric contributions even if volume bounces is set to 0.
E.g., the scene shows some single scattering.

@brecht and @thomas-29 sorry for the delay. I investigated the issue and I added a fix to Open PGL which will be in the upcoming 0.5.0 release (release will be this week). The source of the problem was/is that for some reason some volume samples are generated even if `volume bounces = 0`. @brecht is it the expected behaviour that Cycles generates some volumetric contributions even if volume bounces is set to 0. E.g., the scene shows some single scattering.

@Sebastian-Herholz yes, that's expected. 0 bounces means direct light only, not disabling lighting for volumes entirely.

@Sebastian-Herholz yes, that's expected. 0 bounces means direct light only, not disabling lighting for volumes entirely.
Author

I tested again with blender-3.5.0-candidate+v35.16cb13b8a07c-linux.x86_64-release.
No more crashes.

Thanks!!!

...yes, too enthusiastic - didn't do the viewport render - then the crashes are still there ...yet.

I tested again with blender-3.5.0-candidate+v35.16cb13b8a07c-linux.x86_64-release. No more crashes. Thanks!!! ...yes, too enthusiastic - didn't do the viewport render - then the crashes are still there ...yet.
Ghost closed this issue 2023-03-28 14:45:51 +02:00
Blender Bot added
Status
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and removed
Status
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labels 2023-03-28 14:45:53 +02:00
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Reference: blender/blender#104329
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