Blender crashes on startup if a large USD file is attached to the scene #105861

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opened 2023-03-17 19:38:06 +01:00 by Konstantin-2 · 7 comments

System Information
Operating system: Windows 10, Windows 11
Graphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)

Blender Version
Broken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta
Worked: not found

Short description of error
There are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the "MeshSequenceCache" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.
At the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.
The following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched

Exact steps for others to reproduce the error
Attach a ~1 GB USB file to the scene using a modifier "MeshSequenceCache"

**System Information** Operating system: Windows 10, Windows 11 Graphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11) **Blender Version** Broken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta Worked: not found **Short description of error** There are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the "MeshSequenceCache" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup. At the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size. The following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched **Exact steps for others to reproduce the error** Attach a ~1 GB USB file to the scene using a modifier "MeshSequenceCache"
Konstantin-2 added the
Priority
Normal
Status
Needs Triage
Type
Report
labels 2023-03-17 19:38:07 +01:00

I created a USD file of just over 1GB.
For this I exported 2 Cubes that were subdivided 10 times.
I attached it by using the "MeshSequenceCache" modifier, saved and reopened a few times the .blend file, but I can't replicate the problem.

Please open Blender's installation directory and double click on the blender_debug_gpu.cmd. This will start Blender in debug mode and create log files.
Try to reproduce the error again.
Once it crashes or you close Blender manually the Windows Explorer should open and show you up to two files, a debug log and the system information.
Add them to your bug report by clicking on the upload button as shown in the screenshot below or via drag and drop.
Please also upload the crash log located in C:\Users\[your username]\AppData\Local\Temp\[project name].crash.txt (or simply type %TEMP% into the path bar of the Windows Explorer).

I created a USD file of just over 1GB. For this I exported 2 Cubes that were subdivided 10 times. I attached it by using the "MeshSequenceCache" modifier, saved and reopened a few times the .blend file, but I can't replicate the problem. Please open Blender's installation directory and double click on the `blender_debug_gpu.cmd`. This will start Blender in debug mode and create log files. Try to reproduce the error again. Once it crashes or you close Blender manually the Windows Explorer should open and show you up to two files, a debug log and the system information. Add them to your bug report by clicking on the upload button as shown in the screenshot below or via drag and drop. Please also upload the crash log located in `C:\Users\[your username]\AppData\Local\Temp\[project name].crash.txt` (or simply type `%TEMP%` into the path bar of the Windows Explorer).
Germano Cavalcante added
Status
Needs Information from User
and removed
Status
Needs Triage
labels 2023-03-17 21:35:06 +01:00

Crash in usdBlender__pxrReserved__::ArResolver::_GetAssetInfo.

It doesn't seem to be really related to memory. It seems to be a problem with the USD file. (Perhaps corrupted?)

If you could simply simplify the USD file somehow, and upload it here, that would allow confirmation of the report and proceed with the correction.

Crash in `usdBlender__pxrReserved__::ArResolver::_GetAssetInfo`. It doesn't seem to be really related to memory. It seems to be a problem with the USD file. (Perhaps corrupted?) If you could simply simplify the USD file somehow, and upload it here, that would allow confirmation of the report and proceed with the correction.
Author

I was unable to send the file through the site. Can you download it from disk?
https://drive.google.com/file/d/1PGJgl5YiJ49se4oN21T97RmtBiOv4F6Z/view?usp=sharing
The file is an animation export from Maya

I was unable to send the file through the site. Can you download it from disk? https://drive.google.com/file/d/1PGJgl5YiJ49se4oN21T97RmtBiOv4F6Z/view?usp=sharing The file is an animation export from Maya
Author

If I import this file into a new project, then no error occurs

If I import this file into a new project, then no error occurs
Author

I'll add to the above. Perhaps the error is somehow related to changing the file and changing the names of objects in it.
I will describe the process of my current work, in which an error occurs. The animator creates an animation of objects in Maya, after which the scene is exported in usd format. I am importing the usd file into the scene in blender for further work.
When the animator makes some changes to the animation, he exports the scene to a new usd file. I, in turn, replace the path to the old file with the new one in the modifier settings.
I checked with the animator whether new objects can be added and old ones can be added in the process of his work, and they confirmed to me that this is possible.
I had a guess. that an error can occur if the blender does not find information about the object in the usd file due to the fact that in the previous version of the file that was used during import, the objects had a different name

I'll add to the above. Perhaps the error is somehow related to changing the file and changing the names of objects in it. I will describe the process of my current work, in which an error occurs. The animator creates an animation of objects in Maya, after which the scene is exported in usd format. I am importing the usd file into the scene in blender for further work. When the animator makes some changes to the animation, he exports the scene to a new usd file. I, in turn, replace the path to the old file with the new one in the modifier settings. I checked with the animator whether new objects can be added and old ones can be added in the process of his work, and they confirmed to me that this is possible. I had a guess. that an error can occur if the blender does not find information about the object in the usd file due to the fact that in the previous version of the file that was used during import, the objects had a different name
Author

In version 3.5 the process looks more stable. Errors occurred during rendering, but not systemically and rarely.

In version 3.5 the process looks more stable. Errors occurred during rendering, but not systemically and rarely.
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Reference: blender/blender#105861
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