specific .blend with hair crashes in MacOS 2.78 RC1 on render #49290

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opened 2016-09-07 23:34:39 +02:00 by bassam kurdali · 26 comments
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System Information
MacOS El Capitain Intel CPU, nvidia GPU (using CPU rendering)

Blender Version
Broken: 2.78 RC1
Worked: not sure as the file is new

Short description of error
The specific file causes a crash after hitting render

Exact steps for others to reproduce the error
download this .blend{F355677}
open in it on a mac running el capitaine
press render
it crashes here on multiple machine, just after the importance sampling message flashes on screen

**System Information** MacOS El Capitain Intel CPU, nvidia GPU (using CPU rendering) **Blender Version** Broken: 2.78 RC1 Worked: not sure as the file is new **Short description of error** The specific file causes a crash after hitting render **Exact steps for others to reproduce the error** download this .blend{[F355677](https://archive.blender.org/developer/F355677/a1s47lightmacoscrash.blend)} open in it on a mac running el capitaine press render it crashes here on multiple machine, just after the importance sampling message flashes on screen
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Changed status to: 'Open'

Changed status to: 'Open'
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Added subscriber: @BassamKurdali

Added subscriber: @BassamKurdali
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seems like all tube/wires for empathy files are crashing now. Our lab just upgraded macos, somehow this didn't happen on the old version :/

seems like all tube/wires for empathy files are crashing now. Our lab just upgraded macos, somehow this didn't happen on the old version :/

Added subscriber: @mont29

Added subscriber: @mont29

Didn’t went through whole render (takes ages here, even at 10% resolution), but did see some purple hands in tiles, so I guess I cannot reproduce the issue on linux with latest master, not even with asan-enabled debug build…

Didn’t went through whole render (takes ages here, even at 10% resolution), but did see some purple hands in tiles, so I guess I cannot reproduce the issue on linux with latest master, not even with asan-enabled debug build…

Added subscriber: @Sergey

Added subscriber: @Sergey

Can't reproduce the crash here. but some notes:

  • Please always simplify file. It's even stated in the bug report guidelines: as simple as possible .blend. it is much easier from your side to isolate what exactly causes the error, so we can deal with the file in full debug mode.
  • Even tho the file is new, nothing prevents you from testing it in older Blender. Please do that.
  • Also check if it's GPU only issue or also happens on CPU.
  • If it's GPU, are you using NVidia or AMD card?
Can't reproduce the crash here. but some notes: - Please always simplify file. It's even stated in the bug report guidelines: as simple as possible .blend. it is much easier from your side to isolate what exactly causes the error, so we can deal with the file in full debug mode. - Even tho the file is new, nothing prevents you from testing it in older Blender. Please do that. - Also check if it's GPU only issue or also happens on CPU. - If it's GPU, are you using NVidia or AMD card?

Ok, with help of @mont29 i've learned how to read. It is CPU rendering :)

Ok, with help of @mont29 i've learned how to read. It is CPU rendering :)

Sorry for the spam :)

Please also test latest builds from builder.blender.org. There were some crash fixes here and there since RC1.

Sorry for the spam :) Please also test latest builds from builder.blender.org. There were some crash fixes here and there since RC1.
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Hey guys, some extra info:

  • This file does NOT crash on linux, don't worry about testing it there, (other than to confirm that it doesn't crash on linux)
  • I'll try to simplify the file and see what happens, rendering a cube does work on the macs.
  • The File crashes both on buildbot builds and RC1
  • Missing textures does not affect the crash, I didn't pack them for space, I just packed the .blend links.
  • I'll try to simplify. Actually every single wires for empathy file crashes on render on the macs, so there is something in common there.
  • This did not crash for us on the previous mac os version, only on El Capitain, which is 10.6 I believe. Meaning it may not crash on older or newer OS versions. Unfortunately, I can't pick the version as this is running in a Uni. computer lab.
  • Finally too bad Apple just didn't use the Linux Kernel instead of pig-headedly deciding to roll their own 'special' thing. Imagine how much easier things would be!
Hey guys, some extra info: - This file does NOT crash on linux, don't worry about testing it there, (other than to confirm that it doesn't crash on linux) - I'll try to simplify the file and see what happens, rendering a cube does work on the macs. - The File crashes both on buildbot builds and RC1 - Missing textures does not affect the crash, I didn't pack them for space, I just packed the .blend links. - I'll try to simplify. Actually every single wires for empathy file crashes on render on the macs, so there is something in common there. - This did not crash for us on the previous mac os version, only on El Capitain, which is 10.6 I believe. Meaning it may not crash on older or newer OS versions. Unfortunately, I can't pick the version as this is running in a Uni. computer lab. - Finally too bad Apple just didn't use the Linux Kernel instead of pig-headedly deciding to roll their own 'special' thing. Imagine how much easier things would be!

Added subscriber: @brecht

Added subscriber: @brecht

I can't reproduce the crash with Bender 2.78 RC1 on OS X 10.11.6. Is there a backtrace?

I can't reproduce the crash with Bender 2.78 RC1 on OS X 10.11.6. Is there a backtrace?
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I'll get one tomorrow when I'm at the uni. as far as I remember it's really short, just a few lines.
(this is from the crash.txt)

I'll get one tomorrow when I'm at the uni. as far as I remember it's really short, just a few lines. (this is from the crash.txt)
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Hey folks, so:
OS is 10.11.6 also
2.77a does not crash
I copied the report and pasted it here http:*pasteall.org/79074

Hey folks, so: OS is 10.11.6 also 2.77a does not crash I copied the report and pasted it here [http:*pasteall.org/79074 ](http:*pasteall.org/79074)
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I've narrowed it down to one asset, our main character. I'm going to see if I can get it down smaller:

  • once again, all you need to do is press 'render', using the standard features, on CPU
    gilgamesh.blend
I've narrowed it down to one asset, our main character. I'm going to see if I can get it down smaller: - once again, all you need to do is press 'render', using the standard features, on CPU [gilgamesh.blend](https://archive.blender.org/developer/F358741/gilgamesh.blend)
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gilgameshdelete_A.blend
Hey folks!
So I narrowed it down to the simplest element.
You'll see there is a single particle system on the single mesh in the file, called 'lashes'
The file crashes on render unless the particle system is deleted, again. only on macos. it is 100% reliable crash here.
Since Brecht couldn't replicate (are you using the release candidate or your own build) I would like to try bisecting till I find the commit. (2.77a works)
Are the buildbot builds saved somewhere or is only the most recent one available? I haven't built blender on macos so far.

[gilgameshdelete_A.blend](https://archive.blender.org/developer/F358795/gilgameshdelete_A.blend) Hey folks! So I narrowed it down to the simplest element. You'll see there is a single particle system on the single mesh in the file, called 'lashes' The file crashes on render unless the particle system is deleted, again. only on macos. it is 100% reliable crash here. Since Brecht couldn't replicate (are you using the release candidate or your own build) I would like to try bisecting till I find the commit. (2.77a works) Are the buildbot builds saved somewhere or is only the most recent one available? I haven't built blender on macos so far.

I can reproduce the crash with this latest file, if I disable AVX and AVX2 in the debug panel. Seems to be something in the hair QBVH, don't understand what's happening exactly yet.

I can reproduce the crash with this latest file, if I disable AVX and AVX2 in the debug panel. Seems to be something in the hair QBVH, don't understand what's happening exactly yet.
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thanks brecht! trying to use git bisect to pinpoint the commit where it breaks, not sure I'm doing it right ;)

thanks brecht! trying to use git bisect to pinpoint the commit where it breaks, not sure I'm doing it right ;)
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Output of git bisect:

4beae09bae56e3f0116b745099a1226c82572bdd is the first bad commit
commit 4beae09bae56e3f0116b745099a1226c82572bdd
Author: Sergey Sharybin <sergey.vfx@gmail.com>
Date:   Thu Jul 7 12:41:45 2016 +0200

    Cycles: Enable unaligned BVH builder for scenes with hair
    
    This commit enables new unaligned BVH builder and traversal for scenes
    with hair. This happens automatically, no need of manual control over
    this.
    
    There are some possible optimization still to happen here and there,
    but overall there's already nice speedup:
    
                          Master                 Hair BVH
      bunny.blend         8:06.54                 5:57.14
      victor.blend       16:07.44                15:37.35
    
    Unfortunately, such more complexity is not really coming for free,
    so there's some downsides, but those are within acceptable range:
    
                          Master                Hair BVH
      classroom.blend     5:31.79                5:35.11
      barcelona.blend     4:38.58                4:44.51
    
    Memory usage is also somewhat bigger for hairy scenes, but speed
    benefit pays well for that. Additionally as was mentioned in one
    of previous commits we can add an option to disable hair BVH and
    have similar render time but have memory saving.
    
    Reviewers: brecht, dingto, lukasstockner97, juicyfruit, maiself
    
    Differential Revision: https://developer.blender.org/D2086

:040000 040000 f9404985491d0180a02382481c219144cb408ea8 84e2e13e8ef83478e26691ffe2ff54fa2de6b522 M	intern
Output of git bisect: ``` 4beae09bae56e3f0116b745099a1226c82572bdd is the first bad commit commit 4beae09bae56e3f0116b745099a1226c82572bdd Author: Sergey Sharybin <sergey.vfx@gmail.com> Date: Thu Jul 7 12:41:45 2016 +0200 Cycles: Enable unaligned BVH builder for scenes with hair This commit enables new unaligned BVH builder and traversal for scenes with hair. This happens automatically, no need of manual control over this. There are some possible optimization still to happen here and there, but overall there's already nice speedup: Master Hair BVH bunny.blend 8:06.54 5:57.14 victor.blend 16:07.44 15:37.35 Unfortunately, such more complexity is not really coming for free, so there's some downsides, but those are within acceptable range: Master Hair BVH classroom.blend 5:31.79 5:35.11 barcelona.blend 4:38.58 4:44.51 Memory usage is also somewhat bigger for hairy scenes, but speed benefit pays well for that. Additionally as was mentioned in one of previous commits we can add an option to disable hair BVH and have similar render time but have memory saving. Reviewers: brecht, dingto, lukasstockner97, juicyfruit, maiself Differential Revision: https://developer.blender.org/D2086 :040000 040000 f9404985491d0180a02382481c219144cb408ea8 84e2e13e8ef83478e26691ffe2ff54fa2de6b522 M intern ```
bassam kurdali changed title from specific .blend crashes in MacOS 2.78 RC1 on render to specific .blend with hair crashes in MacOS 2.78 RC1 on render 2016-09-13 02:43:31 +02:00

It doesn't crash in debug mode so it's a bit difficult to investigate. Here is the backtrace using RelWithDebInfo. I'd expect it to trigger an assert if we are reading outside of the array bounds but that doesn't happen.

* thread #23: tid = 0x17c55, 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173, stop reason = EXC_BAD_ACCESS (code=1, address=0x503f8dda0)
    frame #0: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173
   1170	ccl_device_inline uint __float_as_uint(float f)
   1171	{
   1172		union { uint i; float f; } u;
-> 1173		u.f = f;
   1174		return u.i;
   1175	}
   1176
(lldb) up
frame #1: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::QBVH_bvh_intersect_hair(kg=<unavailable>, visibility=128, difl=0, extmax=0) + 308 at qbvh_traversal.h:125
   122
   123 					if(UNLIKELY(node_dist > isect->t)
   124 	#ifdef __VISIBILITY_FLAG__
-> 125 					   || (__float_as_uint(inodes.x) & visibility) == 0)
   126 	#endif
   127 					{
   128 						/* Pop. */
(lldb) bt
* thread #23: tid = 0x17c55, 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173, stop reason = EXC_BAD_ACCESS (code=1, address=0x503f8dda0)
    frame #0: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173
  * frame #1: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::QBVH_bvh_intersect_hair(kg=<unavailable>, visibility=128, difl=0, extmax=0) + 308 at qbvh_traversal.h:125
    frame #2: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::bvh_intersect_hair(kg=<unavailable>, visibility=128, difl=0, extmax=0) at bvh_traversal.h:440
    frame #3: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::scene_intersect(kg=<unavailable>, visibility=128, difl=0, extmax=0) at bvh.h:229
    frame #4: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::shadow_blocked(kg=<unavailable>, shadow_sd=<unavailable>, state=0x0000700000786b68) at kernel_shadow.h:158
    frame #5: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(kg=0x000070000078d600, rng=0x000070000078d46c, sd=0x0000700000787960, emission_sd=0x0000700000788f20, state=0x0000700000786b68, throughput=(x = 0, y = 0, z = 0.319999963, w = 0), num_samples_adjust=1, L=0x000070000078baa0, sample_all_lights=<unavailable>) + 73508 at kernel_path_surface.h:63
    frame #6: 0x000000010167c9ad blender`ccl::kernel_path_indirect(kg=0x000070000078d600, sd=0x0000700000787960, emission_sd=0x0000700000788f20, rng=0x000070000078d46c, ray=0x0000700000786c60, throughput=<unavailable>, num_samples=<unavailable>, state=0x0000700000786b68, L=0x000070000078baa0) + 348333 at kernel_path.h:380
    frame #7: 0x0000000101708b95 blender`ccl::kernel_branched_path_surface_indirect_light(kg=0x000070000078d600, rng=0x000070000078d46c, sd=0x000070000078a4e0, indirect_sd=0x0000700000787960, emission_sd=0x0000700000788f20, throughput=(x = 1, y = 1, z = 1, w = 0), num_samples_adjust=1, state=0x000070000078bc70, L=0x000070000078baa0) + 4309 at kernel_path_branched.h:114
    frame #8: 0x00000001015a2d03 blender`ccl::kernel_branched_path_integrate(kg=0x000070000078d600, rng=0x000070000078d46c, sample=0, ray=ccl::Ray @ 0x000070000078d190, buffer=0x000000010ea08160) + 264819 at kernel_path_branched.h:548
    frame #9: 0x000000010149d3de blender`ccl::kernel_branched_path_trace(kg=<unavailable>, buffer=0x000000010ea08160, rng_state=<unavailable>, sample=0, x=<unavailable>, y=<unavailable>, offset=-93555, stride=135) + 25006 at kernel_path_branched.h:610
    frame #10: 0x0000000100e1439a blender`ccl::CPUDevice::thread_path_trace(this=0x000000010eb4a000, task=0x000000010ee32410) + 618 at device_cpu.cpp:271
It doesn't crash in debug mode so it's a bit difficult to investigate. Here is the backtrace using RelWithDebInfo. I'd expect it to trigger an assert if we are reading outside of the array bounds but that doesn't happen. ``` * thread #23: tid = 0x17c55, 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173, stop reason = EXC_BAD_ACCESS (code=1, address=0x503f8dda0) frame #0: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173 1170 ccl_device_inline uint __float_as_uint(float f) 1171 { 1172 union { uint i; float f; } u; -> 1173 u.f = f; 1174 return u.i; 1175 } 1176 (lldb) up frame #1: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::QBVH_bvh_intersect_hair(kg=<unavailable>, visibility=128, difl=0, extmax=0) + 308 at qbvh_traversal.h:125 122 123 if(UNLIKELY(node_dist > isect->t) 124 #ifdef __VISIBILITY_FLAG__ -> 125 || (__float_as_uint(inodes.x) & visibility) == 0) 126 #endif 127 { 128 /* Pop. */ (lldb) bt * thread #23: tid = 0x17c55, 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173, stop reason = EXC_BAD_ACCESS (code=1, address=0x503f8dda0) frame #0: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::__float_as_uint(float) at util_math.h:1173 * frame #1: 0x000000010169ee48 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::QBVH_bvh_intersect_hair(kg=<unavailable>, visibility=128, difl=0, extmax=0) + 308 at qbvh_traversal.h:125 frame #2: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::bvh_intersect_hair(kg=<unavailable>, visibility=128, difl=0, extmax=0) at bvh_traversal.h:440 frame #3: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::scene_intersect(kg=<unavailable>, visibility=128, difl=0, extmax=0) at bvh.h:229 frame #4: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, unsigned int*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) [inlined] ccl::shadow_blocked(kg=<unavailable>, shadow_sd=<unavailable>, state=0x0000700000786b68) at kernel_shadow.h:158 frame #5: 0x000000010169ed14 blender`ccl::kernel_branched_path_surface_connect_light(kg=0x000070000078d600, rng=0x000070000078d46c, sd=0x0000700000787960, emission_sd=0x0000700000788f20, state=0x0000700000786b68, throughput=(x = 0, y = 0, z = 0.319999963, w = 0), num_samples_adjust=1, L=0x000070000078baa0, sample_all_lights=<unavailable>) + 73508 at kernel_path_surface.h:63 frame #6: 0x000000010167c9ad blender`ccl::kernel_path_indirect(kg=0x000070000078d600, sd=0x0000700000787960, emission_sd=0x0000700000788f20, rng=0x000070000078d46c, ray=0x0000700000786c60, throughput=<unavailable>, num_samples=<unavailable>, state=0x0000700000786b68, L=0x000070000078baa0) + 348333 at kernel_path.h:380 frame #7: 0x0000000101708b95 blender`ccl::kernel_branched_path_surface_indirect_light(kg=0x000070000078d600, rng=0x000070000078d46c, sd=0x000070000078a4e0, indirect_sd=0x0000700000787960, emission_sd=0x0000700000788f20, throughput=(x = 1, y = 1, z = 1, w = 0), num_samples_adjust=1, state=0x000070000078bc70, L=0x000070000078baa0) + 4309 at kernel_path_branched.h:114 frame #8: 0x00000001015a2d03 blender`ccl::kernel_branched_path_integrate(kg=0x000070000078d600, rng=0x000070000078d46c, sample=0, ray=ccl::Ray @ 0x000070000078d190, buffer=0x000000010ea08160) + 264819 at kernel_path_branched.h:548 frame #9: 0x000000010149d3de blender`ccl::kernel_branched_path_trace(kg=<unavailable>, buffer=0x000000010ea08160, rng_state=<unavailable>, sample=0, x=<unavailable>, y=<unavailable>, offset=-93555, stride=135) + 25006 at kernel_path_branched.h:610 frame #10: 0x0000000100e1439a blender`ccl::CPUDevice::thread_path_trace(this=0x000000010eb4a000, task=0x000000010ee32410) + 618 at device_cpu.cpp:271 ```

@brecht, asserts will not have an affect in RelWithDebInfo builds, so you'll have to replace #define kernel_assert() with something like:

#define kernel_assert(statement) \

  if (!(statement)) { \
    printf("Assert failure at %s:%d: %s\n", __FILE__, __LINE__, #statement); \
    abort(); \
  }

I can't reproduce the error with neither of the CPU flags on my desktop and laptop. Will try to occupy our buildbot iMac and see if i can reproduce the issue.

So far my bet is on the difference in child intersection mask for degenerate boundbox or for some NaN/inf ray origin/direction (similar issues happened in the past with original QBVH travsersal). This could overflow traversal stack.

@brecht, asserts will not have an affect in RelWithDebInfo builds, so you'll have to replace `#define kernel_assert()` with something like: #define kernel_assert(statement) \ ``` if (!(statement)) { \ printf("Assert failure at %s:%d: %s\n", __FILE__, __LINE__, #statement); \ abort(); \ } ``` I can't reproduce the error with neither of the CPU flags on my desktop and laptop. Will try to occupy our buildbot iMac and see if i can reproduce the issue. So far my bet is on the difference in child intersection mask for degenerate boundbox or for some NaN/inf ray origin/direction (similar issues happened in the past with original QBVH travsersal). This could overflow traversal stack.
Sergey Sharybin self-assigned this 2016-09-13 09:59:39 +02:00

Ok, managed to reproduce on iMac. And indeed it's an overflwo of traversal stack. Digging deeper.

Ok, managed to reproduce on iMac. And indeed it's an overflwo of traversal stack. Digging deeper.

This issue was referenced by blender/cycles@aa2267604f

This issue was referenced by blender/cycles@aa2267604f8c7bafc5f917b8021f22cbf57ac658

This issue was referenced by 52038fd8c7

This issue was referenced by 52038fd8c7dd7cece0cccd50cf09274abbdb14ba

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Member

Thanks for fixing what seems to have been a tricky bug (and fixing our farm!)

Thanks for fixing what seems to have been a tricky bug (and fixing our farm!)
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Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
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Reference: blender/blender#49290
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