Regression: EEVEE: Crash on extract UV from evaluated mesh with open UV Editor and selection #113358

Closed
opened 2023-10-06 19:19:02 +02:00 by gummi · 5 comments

System Information
Operating system: Windows 10 Pro
Graphics card: NVIDIA GeForce RTX 3060 Ti

Blender Version
Broken: version: 3.5.0 Alpha, branch: master, commit date: 2023-01-13 23:22, hash: rB3a3d9488a163
Worked: version: 3.5.0 Alpha, branch: master, commit date: 2023-01-08 22:09, hash: rBe7a554e551e4

Short description of error

Some details that make this file non-standard:

  • The object has GeoNodes attached that are supposed to write a face corner/Vector2D Attribute 'UVMap'
  • The material specifically references the UVMap Attribute through an Attribute Node
  • The underlying Mesh data block does have a UV layer, but not one called UVMap

What this setup is supposed to achieve is a basic cube unwrap for base materials though UVMap as written by the Geo Nodes, with the other UV layer serving as a layout for baked lighting data.

From the outside, it looks like the specific references to an UV layer that is only part of the evaluated mesh is what causes the issue. Since the crash only occurs for the specific UV Editor window in the UV Editing workspace, some of the settings there might also play a role. The crash report UVCrash.crash.txt is attached.

Exact steps for others to reproduce the error

  1. Add Geometry Nodes modifier to Default Cube.
  2. Geometry Nodes node tree:
    a. Add Store Named Attribute.
    b. Store attribute on geometry from Group Input and put it to Group Output.
    c. Settings:
    • Attribute type: 2D Vector.
    • Attribute domain: Face Corner.
    • Attribute name: UVMap_2.
  3. Add Material.
  4. Material Node tree:
    a. Add Attribute input node.
    • Attribute Name: UVMap_2.
      b. Put it to Material Output node as Surfacea.
  5. Add UV Editor in window.
  6. Go to Edit mode.
  7. Select something.
  8. Switch view mode to Material/Render.

Steps to Crash in attached file

  1. Open the file UVCrash.blend.
  2. Go to the UVEditing workspace (if not already selected).
  3. Select the broken obj and go into edit mode.
  4. Try selecting one or more faces (select all, mouse picking and box select crashed for me, but i didn't test all methods).
  5. at this point, blender should have crashed with an EXCEPTION_ACCESS_VIOLATION.

Workarounds
Any one of these will prevent a crash:

  1. Deactivating viewport display edit mode display of the Geometry Nodes attached to broken obj.
  2. Applying the Geometry Nodes.
  3. Adding a UVMap layer to broken obj.
  4. Removing the reference to UVMap in the Shader Editor.
  5. Using any UVEditor Window outside of the one in the UV Editing Workspace or selecting when no UV Editor is active.
**System Information** Operating system: Windows 10 Pro Graphics card: NVIDIA GeForce RTX 3060 Ti **Blender Version** Broken: version: 3.5.0 Alpha, branch: master, commit date: 2023-01-13 23:22, hash: `rB3a3d9488a163` Worked: version: 3.5.0 Alpha, branch: master, commit date: 2023-01-08 22:09, hash: `rBe7a554e551e4` **Short description of error** Some details that make this file non-standard: - The object has GeoNodes attached that are supposed to write a face corner/Vector2D Attribute 'UVMap' - The material specifically references the `UVMap` Attribute through an Attribute Node - The underlying `Mesh` data block does have a UV layer, but not one called `UVMap` What this setup is supposed to achieve is a basic cube unwrap for base materials though `UVMap` as written by the Geo Nodes, with the other UV layer serving as a layout for baked lighting data. From the outside, it looks like the specific references to an UV layer that is only part of the evaluated mesh is what causes the issue. Since the crash only occurs for the specific UV Editor window in the `UV Editing` workspace, some of the settings there might also play a role. The crash report [UVCrash.crash.txt](/attachments/8f9fd2ec-7a71-4c8e-b83d-9a282f2d05f3) is attached. **Exact steps for others to reproduce the error** 1. Add Geometry Nodes modifier to Default Cube. 2. Geometry Nodes node tree: a. Add `Store Named Attribute`. b. Store attribute on geometry from `Group Input` and put it to `Group Output`. c. Settings: - Attribute type: `2D Vector`. - Attribute domain: `Face Corner`. - Attribute name: `UVMap_2`. 3. Add Material. 4. Material Node tree: a. Add `Attribute` input node. - Attribute Name: `UVMap_2`. b. Put it to `Material Output` node as `Surfacea`. 5. Add `UV Editor` in window. 6. Go to Edit mode. 7. Select something. 8. Switch view mode to `Material`/`Render`. **Steps to Crash in attached file** 1. Open the file [UVCrash.blend](/attachments/e5f205ea-25b1-4c87-8062-a22384575e09). 2. Go to the UVEditing workspace (if not already selected). 3. Select the `broken obj` and go into edit mode. 4. Try selecting one or more faces (select all, mouse picking and box select crashed for me, but i didn't test all methods). 5. at this point, blender should have crashed with an `EXCEPTION_ACCESS_VIOLATION`. **Workarounds** Any one of these will prevent a crash: 1. Deactivating ~~viewport display~~ _edit mode display_ of the Geometry Nodes attached to `broken obj`. 2. Applying the Geometry Nodes. 3. Adding a `UVMap` layer to `broken obj`. 4. Removing the reference to `UVMap` in the Shader Editor. 5. Using any UVEditor Window outside of the one in the `UV Editing` Workspace or selecting when no UV Editor is active.
gummi added the
Status
Needs Triage
Priority
Normal
Type
Report
labels 2023-10-06 19:19:03 +02:00
Iliya Katushenock added the
Interest
EEVEE & Viewport
label 2023-10-06 19:21:03 +02:00
Author

After more testing, i would add that you only need to deactivate edit mode display for the Geometry Nodes attached to broken obj. There seems to be an underlying issue with showing evaluated meshes in edit mode.
I have reported a different setup leading to a similar crash in issues/113377 - separate reports since that setup does not involve the UVs at all.

After more testing, i would add that you only need to deactivate edit mode display for the Geometry Nodes attached to `broken obj`. There seems to be an underlying issue with showing evaluated meshes in edit mode. I have reported a different setup leading to a similar crash in [issues/113377](issues/113377) - separate reports since that setup does not involve the UVs at all.
Iliya Katushenock changed title from UV Editor crashes Blender when Geometry Nodes write UV layers not present in the mesh data to Render: Fall on extract UV from evaluated mesh with open UV Editor and selection 2023-10-07 16:36:36 +02:00
Iliya Katushenock changed title from Render: Fall on extract UV from evaluated mesh with open UV Editor and selection to Regression: Render: Fall on extract UV from evaluated mesh with open UV Editor and selection 2023-10-07 16:39:05 +02:00
Iliya Katushenock added this to the 3.6 LTS milestone 2023-10-07 16:48:39 +02:00

Potentially caused by: 6c774feba2
@Baardaap /

Potentially caused by: 6c774feba2c9a1eb5834646f597a0f2c63177914 @Baardaap /
Iliya Katushenock changed title from Regression: Render: Fall on extract UV from evaluated mesh with open UV Editor and selection to Regression: EEVEE: Fall on extract UV from evaluated mesh with open UV Editor and selection 2023-10-07 16:53:26 +02:00

Eevee only.

Eevee only.

This is a duplicate of #112697

This is a duplicate of #112697
Blender Bot added
Status
Archived
and removed
Status
Confirmed
labels 2023-10-07 21:31:43 +02:00
Martijn Versteegh changed title from Regression: EEVEE: Fall on extract UV from evaluated mesh with open UV Editor and selection to Regression: EEVEE: Crash on extract UV from evaluated mesh with open UV Editor and selection 2023-10-07 21:32:04 +02:00

Imho it's not really a regression, since before : 6c774feba2 GN couldn't create 'real' uv maps. Masking this issue.

Imho it's not really a regression, since before : 6c774feba2 GN couldn't create 'real' uv maps. Masking this issue.
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Reference: blender/blender#113358
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