Segfault when playing baked particle + explode simulation #52832
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
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
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#52832
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Linux amd64 (Debian Sid), Intel graphics (same bug with optirun, NVidia GM107M [GeForce GTX 960M])
Blender Version
Broken: 2.79 hash
36f5972ed0
(current latest version from builder.blender.org).Also affected is the version shipped with Debian (2.78c).
Short description of error
I created a particle system from a mesh and added an explode modifier. I then duplicated it with alt-d (link) a few times and baked the simulation. While the simulation before baking looked fine, when I replaid it only one particle system would show, instead of one for each mesh. I unlinked the particle settings (by clicking on the number in the particles tab) for each mesh and baked again. The simulation again looked alright before baking. But now when I replay it, blender crashes after frame 5.
The scene also includes three force fields (force, vortex, turbulence)
Exact steps for others to reproduce the error
Open the attached file and try to play it (alt-a or the play button).
condensation.blend
I'm going to do a few tests to see what influences this behavior, but I wanted to upload the file as it is now before that.
Crash log
condensation.crash.txt
Changed status to: 'Open'
Added subscriber: @Pik-1
The result of my tests so far:
Disabling the disk cache (after invalidating it) for all objects solves both problems.
Added subscriber: @LazyDodo
Changed status from 'Open' to: 'Archived'
I can't seem to be repro at all, given you solved the issue your self i'm gonna close the ticket, if you ever come up with a fool proof set of steps to trigger the issue we'd happily take a look at it though.