Crash occurring when a second UV Map is applied to a mesh and texture mode is enabled in the solid viewport setting #107832

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opened 2023-05-11 08:20:28 +02:00 by Erik G. Riebling · 19 comments

System Information
macOS Catalina Version 10.15.7
MacBook Pro (16-inch, 2019)
Processor 2.3 GHz 8-Core Intel Core i9
Memory 16 GB 2667 MHz DDR4
Startup Disk Macintosh HD
Graphics AMD Radeon Pro 5500M 4 GB
Intel UHD Graphics 630 1536 MB
Serial Number C02F34R5MD6N

Blender Version
Broken: 3.5.0
Worked: 3.1.0

Short description of error
When applying a second UV Map to a mesh, the application crashes. It works perfectly fine in most other view port settings and even the rendered viewport setting; however, switching it to Textured when the viewport is solid causes the application to crash.

Exact steps for others to reproduce the error
Issue 1:

  • Split the 3D View into two viewports (right and left)
  • Go to edit mode
  • In Mesh properties, add and select a new UV
  • In the right viewport go to the Edges menu and click on Mark Seams (all edges should be marked)
  • Go to the UVs menu and click on Unwrap
  • In the left viewport change the editor to UV Editor

Issue 2:

  • in the Textured viewport setting or swap to the setting if there is a mesh with a second UV Map applied. This even works in a fresh file.
**System Information** macOS Catalina Version 10.15.7 **MacBook Pro (16-inch, 2019)** **Processor** 2.3 GHz 8-Core Intel Core i9 **Memory** 16 GB 2667 MHz DDR4 **Startup Disk** Macintosh HD **Graphics** AMD Radeon Pro 5500M 4 GB Intel UHD Graphics 630 1536 MB **Serial Number** C02F34R5MD6N **Blender Version** **Broken:** 3.5.0 **Worked:** 3.1.0 **Short description of error** When applying a second UV Map to a mesh, the application crashes. It works perfectly fine in most other view port settings and even the rendered viewport setting; however, switching it to Textured when the viewport is solid causes the application to crash. **Exact steps for others to reproduce the error** Issue 1: - Split the 3D View into two viewports (right and left) - Go to edit mode - In Mesh properties, add and select a new UV - In the right viewport go to the `Edges` menu and click on `Mark Seams` (all edges should be marked) - Go to the UVs menu and click on `Unwrap` - In the left viewport change the editor to `UV Editor` Issue 2: - in the Textured viewport setting or swap to the setting if there is a mesh with a second UV Map applied. This even works in a fresh file.
Erik G. Riebling added the
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labels 2023-05-11 08:20:29 +02:00
Member

HI, thanks for the report. Reproducing steps are not clear. Could you elaborate them?

when in the Textured viewport setting

you mean material preview mode?: https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html#material-preview

Please share :

  • .blend if crash is observed in specific file.
  • system info file: Help > Save System Info
HI, thanks for the report. Reproducing steps are not clear. Could you elaborate them? > when in the Textured viewport setting you mean material preview mode?: https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html#material-preview Please share : - .blend if crash is observed in specific file. - system info file: `Help > Save System Info`
Pratik Borhade added
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labels 2023-05-11 12:50:02 +02:00

Would a screenshot and/or a video recording suffice? I could also give you the crash report I got from my computer if needed.

Anyway, to answer your question regarding the "Textured viewport setting", I will quote from the same page you linked me.

Solid
This mode utilizes the Workbench Render Engine to render the 3D Viewport. It shows solid geometry but uses simplified shading and lighting without the use of shader nodes. Solid mode is good for modeling and sculpting, and is really useful with the multitude of options to emphasize certain geometric features.

Texture:
Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in the Viewport Display Material panel.

If the texture setting is enabled while the solid viewport is active, the file will crash.

Would a screenshot and/or a video recording suffice? I could also give you the crash report I got from my computer if needed. Anyway, to answer your question regarding the "Textured viewport setting", I will quote from the same page you linked me. **Solid** _This mode utilizes the Workbench Render Engine to render the 3D Viewport. It shows solid geometry but uses simplified shading and lighting without the use of shader nodes. Solid mode is good for modeling and sculpting, and is really useful with the multitude of options to emphasize certain geometric features._ **Texture:** _Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in the Viewport Display Material panel._ If the texture setting is enabled while the solid viewport is active, the file will crash.

The problem is even worse than I imagined. It extends into trying to view the second UV Map in the UV Editor. If the UV Editor is open with the second UV Map applied to the mesh, then the whole application crashes. This is bad because trying to edit the second UV Map is no longer possible. In fact, the crash messages for both errors are rather similar.

Application Specific Information:
validateVertexAttribute:724: failed assertion `Attribute at index 0: the attribute offset (192) + attribute size (8) must be <= the stride of the buffer (8) at buffer index 0.'

Application Specific Information:
validateVertexAttribute:724: failed assertion `Attribute at index 3: the attribute offset (192) + attribute size (8) must be <= the stride of the buffer (8) at buffer index 2.'

Right now, I cannot do anything with a second UV Map until this problem is fixed.

EDIT: I have found that it works as intended in version 3.1.0. Version 3.5.0 and onwards produces the error. I will update my original post as such.

The problem is even worse than I imagined. It extends into trying to view the second UV Map in the UV Editor. If the UV Editor is open with the second UV Map applied to the mesh, then the whole application crashes. This is bad because trying to edit the second UV Map is no longer possible. In fact, the crash messages for both errors are rather similar. Application Specific Information: validateVertexAttribute:724: failed assertion `Attribute at index 0: the attribute offset (192) + attribute size (8) must be <= the stride of the buffer (8) at buffer index 0.' Application Specific Information: validateVertexAttribute:724: failed assertion `Attribute at index 3: the attribute offset (192) + attribute size (8) must be <= the stride of the buffer (8) at buffer index 2.' Right now, I cannot do anything with a second UV Map until this problem is fixed. EDIT: I have found that it works as intended in version 3.1.0. Version 3.5.0 and onwards produces the error. I will update my original post as such.
Pratik Borhade added
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labels 2023-05-12 06:30:09 +02:00

Please avoid text walls and provide clear steps on how to reproduce the problem (start blender, press this, then that and crash).

I cannot understand what needs to be done to reproduce the problem.

Would a screenshot and/or a video recording suffice?

That would help, sure.

A guideline for making a good bug report can be found at https://wiki.blender.org/wiki/Process/Bug_Reports

Please avoid text walls and provide clear steps on how to reproduce the problem (start blender, press this, then that and crash). I cannot understand what needs to be done to reproduce the problem. > Would a screenshot and/or a video recording suffice? That would help, sure. A guideline for making a good bug report can be found at https://wiki.blender.org/wiki/Process/Bug_Reports
Germano Cavalcante added
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labels 2023-05-12 17:48:00 +02:00

Alright then, it is easier for to showcase the problem through a screen recording. I actually have a couple showing the error in action. If you need more information, do let me know.

Alright then, it is easier for to showcase the problem through a screen recording. I actually have a couple showing the error in action. If you need more information, do let me know.

I strictly followed the steps shown in the video. To know:

  • Split the 3D View into two viewports (right and left)
  • Go to edit mode
  • In Mesh properties, add and select a new UV
  • In the right viewport go to the Edges menu and click on Mark Seams (all edges should be marked)
  • Go to the UVs menu and click on Unwrap
  • In the left viewport change the editor to UV Editor

But I couldn't replicate using the latest official release (3.5.1) or the latest daily builds.

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

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

I strictly followed the steps shown in the video. To know: - Split the 3D View into two viewports (right and left) - Go to edit mode - In Mesh properties, add and select a new UV - In the right viewport go to the `Edges` menu and click on `Mark Seams` (all edges should be marked) - Go to the UVs menu and click on `Unwrap` - In the left viewport change the editor to `UV Editor` But I couldn't replicate using the latest official release (3.5.1) or the latest daily builds. Please try the latest daily build: https://builder.blender.org/download/ Go to File → Defaults → Load Factory Settings and then load your file to see if you still can reproduce this issue.

I'm sorry to tell you this, but the error still persists. What's worse is that trying to view it in the Textured mode with the Solid viewport enabled causes the same crash as before. I even downloaded Blender 3.5.1 and everything.

May I give you the full Apple error report if it'll give you any insight?

I'm sorry to tell you this, but the error still persists. What's worse is that trying to view it in the Textured mode with the Solid viewport enabled causes the same crash as before. I even downloaded Blender 3.5.1 and everything. May I give you the full Apple error report if it'll give you any insight?
Germano Cavalcante added
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labels 2023-05-13 00:33:16 +02:00

Alright, I'm providing the crash report I received. With any luck, maybe there is something that could point you in the right direction?

Alright, I'm providing the crash report I received. With any luck, maybe there is something that could point you in the right direction?

Also can't reproduce this issue. Check if switching to OpenGL backend helps in Preferences > System > GPU backend.

Also can't reproduce this issue. Check if switching to OpenGL backend helps in Preferences > System > GPU backend.

Well! Switching to OpenGL from Metal fixed the problem in a heartbeat! I'm surprised it worked so well!

With that said, I am wondering if there are any disadvantages for working on OpenGL. Also, could it be possible to fix the problem for others who are using Metal for Blender?

Well! Switching to OpenGL from Metal fixed the problem in a heartbeat! I'm surprised it worked so well! With that said, I am wondering if there are any disadvantages for working on OpenGL. Also, could it be possible to fix the problem for others who are using Metal for Blender?
Member

Before forwarding this to devs, please check again in 3.6 build: https://builder.blender.org/download/daily/

Before forwarding this to devs, please check again in 3.6 build: https://builder.blender.org/download/daily/

Does it require a MacOS update to version 11.0 or later? If so, then I won't be able to check this until after I make an OS update. I'll let you know when I have it ready to check.

Does it require a MacOS update to version 11.0 or later? If so, then I won't be able to check this until after I make an OS update. I'll let you know when I have it ready to check.

In a cruel twist of irony, updating my computer to 13.3.1 gave me a different message instead. As a result, I can't check the 3.6 build, even if I wanted to. I'm a bit stumped as to what to do next.

In a cruel twist of irony, updating my computer to 13.3.1 gave me a different message instead. As a result, I can't check the 3.6 build, even if I wanted to. I'm a bit stumped as to what to do next.
Member

Does it require a MacOS update to version 11.0 or later

I think requirements for 3.5 and 3.6 are same so far (nothing is mentioned about compatibility yet in 3.6 release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.6)

> Does it require a MacOS update to version 11.0 or later I think requirements for 3.5 and 3.6 are same so far (nothing is mentioned about compatibility yet in 3.6 release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.6)

What's really strange is that I can't open Blender at all. Prior to the OS update, I was told I need to update my MacOS to at least version 11.0 to use the alpha of Blender. Now, as you could see by the screenshot I posted yesterday, I can't open it at all. It's apparently "not supported on this Mac". What should I do now?

UPDATE: A side effect of upgrading my OS has allowed me to use more than one UV Maps on an object regardless if Metal is active or not. This has been a strange situation overall, but I wish it didn't have to lead me to upgrading the OS. It's more of a preference if anything as OS updates seem to turn my computer upside down. This update is no exception, but it could be worse.

What's really strange is that I can't open Blender at all. Prior to the OS update, I was told I need to update my MacOS to at least version 11.0 to use the alpha of Blender. Now, as you could see by the screenshot I posted yesterday, I can't open it at all. It's apparently "not supported on this Mac". What should I do now? UPDATE: A side effect of upgrading my OS has allowed me to use more than one UV Maps on an object regardless if Metal is active or not. This has been a strange situation overall, but I wish it didn't have to lead me to upgrading the OS. It's more of a preference if anything as OS updates seem to turn my computer upside down. This update is no exception, but it could be worse.
Member

as you could see by the screenshot I posted yesterday, I can't open it at all.

So you are not able to open both 3.5-release and 3.6-alpha versions? or just 3.6-alpha?

> as you could see by the screenshot I posted yesterday, I can't open it at all. So you are not able to open both 3.5-release and 3.6-alpha versions? or just 3.6-alpha?

@E-ManAnimates, maybe you downloaded the version for ARM processors? Be sure to download Blender for Mac with Intel processors.

@E-ManAnimates, maybe you downloaded the version for ARM processors? Be sure to download Blender for Mac with Intel processors.

Alright, that's fair; however, as the glitch seemed to have resolved itself by updating my OS, I can't further contribute any notes to this glitch.I am sorry for any inconveniences I caused.

Alright, that's fair; however, as the glitch seemed to have resolved itself by updating my OS, I can't further contribute any notes to this glitch.I am sorry for any inconveniences I caused.

No problem at all! Thank you for letting us know that updating your OS resolved the glitch. We appreciate your understanding. If you encounter any similar issues in the future, don't hesitate to reach out.

No problem at all! Thank you for letting us know that updating your OS resolved the glitch. We appreciate your understanding. If you encounter any similar issues in the future, don't hesitate to reach out.
Blender Bot added
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Reference: blender/blender#107832
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