Segfault on random frame in render animation hangs Blender or system #72684

Closed
opened 2019-12-25 04:43:47 +01:00 by GabrielM · 13 comments

System Information
Operating system: Ubuntu 18.04, also observed problem on Ubuntu 16.04
Graphics card: RTX2080, tried Cuda driver 410 & 440.44; also observed problem using CPU render

Blender Version
Broken: tried 2.80, 2.81a from website, and also 2.82 Alpha build (built from source)
Hash: 33eabb8220

Render animation will cause Blender to hang when it advances to a new frame. Sometimes it results in the whole system hanging. It freezes on a random frame, although it seems to be frame 5 or 7 most often.

Happens both with & without CUDA. The 3D models of the human body were imported using "Append..." into a collection. Then Shift-D was used to duplicate the individual collections titled "Player."

To reproduce:

Simply start Render Animation and wait until it freezes. It usually freezes by frame 7 or 8 on my system. If it makes it through all 10 frames (rare occurrence) then just close the render window and go back to 'Render Animation' to restart. It will usually fail by frame 7 the second time.

I tried a few things to see if it would change the situation:
(1) changing or reinstalling CUDA drivers did not help; problem also occurs with CPU rendering
(2) fails in both release and debug on latest build; went so far as to build the latest version from source and caught the segfault with gdb (text with full backtrace attached)
(3) upgraded ubuntu to see if it was something kernel related, did not help
(4) tried blender 2.80, 2.81a, and also source build and it affects all
(5) In some situations it hangs my whole system forcing me to hard reset (not just Blender)

gdb_backtrace.txt

gdb_backtrace_2nd_time

Screenshot from 2019-12-24 19-14-20.png

Screenshot from 2019-12-24 19-26-32.png

system-info.txt

stadium_minimal1.blend

**System Information** Operating system: Ubuntu 18.04, also observed problem on Ubuntu 16.04 Graphics card: RTX2080, tried Cuda driver 410 & 440.44; also observed problem using CPU render **Blender Version** Broken: tried 2.80, 2.81a from website, and also 2.82 Alpha build (built from source) Hash: 33eabb82207e Render animation will cause Blender to hang when it advances to a new frame. Sometimes it results in the whole system hanging. It freezes on a random frame, although it seems to be frame 5 or 7 most often. Happens both with & without CUDA. The 3D models of the human body were imported using "Append..." into a collection. Then Shift-D was used to duplicate the individual collections titled "Player." To reproduce: Simply start Render Animation and wait until it freezes. It usually freezes by frame 7 or 8 on my system. If it makes it through all 10 frames (rare occurrence) then just close the render window and go back to 'Render Animation' to restart. It will usually fail by frame 7 the second time. I tried a few things to see if it would change the situation: (1) changing or reinstalling CUDA drivers did not help; problem also occurs with CPU rendering (2) fails in both release and debug on latest build; went so far as to build the latest version from source and caught the segfault with gdb (text with full backtrace attached) (3) upgraded ubuntu to see if it was something kernel related, did not help (4) tried blender 2.80, 2.81a, and also source build and it affects all (5) In some situations it hangs my whole system forcing me to hard reset (not just Blender) [gdb_backtrace.txt](https://archive.blender.org/developer/F8243212/gdb_backtrace.txt) [gdb_backtrace_2nd_time](https://archive.blender.org/developer/F8243213/gdb_backtrace_2nd_time) ![Screenshot from 2019-12-24 19-14-20.png](https://archive.blender.org/developer/F8243214/Screenshot_from_2019-12-24_19-14-20.png) ![Screenshot from 2019-12-24 19-26-32.png](https://archive.blender.org/developer/F8243216/Screenshot_from_2019-12-24_19-26-32.png) [system-info.txt](https://archive.blender.org/developer/F8243218/system-info.txt) [stadium_minimal1.blend](https://archive.blender.org/developer/F8243219/stadium_minimal1.blend)
Author

Added subscriber: @GabrielM

Added subscriber: @GabrielM
Author

To save some time looking through the gdb_backtrace_2nd_time, here is where the thread fails:

Thread 222 "blender" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fff90bff700 (LWP 1716)]
0x00000000fffb7403 in ?? ()
(gdb) bt
#0 0x00000000fffb7403 in ()
#1 0x00007ffff0959a0d in OpenSubdiv::v3_4_0::Far::PatchBuilder::getQuadRegularPatchPoints(int, int, int, int*, int) const at /opt/lib/osd/lib/libosdCPU.so.3.4.0
#2 0x00007ffff0964142 in OpenSubdiv::v3_4_0::Far::PatchTableBuilder::assignPatchPointsAndStencils(OpenSubdiv::v3_4_0::Far::PatchTableBuilder::PatchTuple const&, OpenSubdiv::v3_4_0::Far::PatchTableBuilder::PatchInfo const&, int*, OpenSubdiv::v3_4_0::Far::PatchTableBuilder::LocalPointHelper&, int) () at /opt/lib/osd/lib/libosdCPU.so.3.4.0
#3 0x00007ffff0964fc1 in OpenSubdiv::v3_4_0::Far::PatchTableBuilder::populatePatches() () at /opt/lib/osd/lib/libosdCPU.so.3.4.0
#4 0x00007ffff0966ae8 in OpenSubdiv::v3_4_0::Far::PatchTableFactory::Create(OpenSubdiv::v3_4_0::Far::TopologyRefiner const&, OpenSubdiv::v3_4_0::Far::PatchTableFactory::Options, OpenSubdiv::v3_4_0::Vtr::ConstArray) () at /opt/lib/osd/lib/libosdCPU.so.3.4.0
#5 0x0000555557618f99 in openSubdiv_createEvaluatorInternal(OpenSubdiv_TopologyRefiner*) ()
#6 0x0000555557617b13 in openSubdiv_createEvaluatorFromTopologyRefiner ()
#7 0x0000555556b92fb6 in BKE_subdiv_eval_begin ()
#8 0x0000555556b93001 in BKE_subdiv_eval_update_from_mesh ()
#9 0x000055555739d0c9 in BKE_subdiv_to_mesh ()
#10 0x0000555556e15d1a in applyModifier ()
#11 0x0000555556bbd72e in mesh_calc_modifiers ()
#12 0x0000555556bbe233 in mesh_build_data ()
#13 0x0000555556bbf8af in makeDerivedMesh ()
#14 0x0000555556b34648 in BKE_object_handle_data_update ()
#15 0x0000555556b3495e in BKE_object_eval_uber_data ()
#16 0x00005555573e3896 in DEG::deg_task_run_func(TaskPool*, void*, int) ()
#17 0x0000555558b047ad in BLI_task_pool_work_and_wait ()
#18 0x00005555573e3bab in DEG::deg_evaluate_on_refresh(DEG::Depsgraph*) ()
#19 0x00005555573ca9b4 in DEG_evaluate_on_framechange ()
#20 0x0000555556b6dcd3 in BKE_scene_graph_update_for_newframe ()
#21 0x0000555558557ff1 in RE_engine_render ()
#22 0x0000555558561f31 in do_render ()
#23 0x0000555558565248 in do_render_all_options ()
#24 0x0000555558565d8b in RE_RenderAnim ()
#25 0x0000555557976a79 in render_startjob ()
#26 0x0000555556c6c8d2 in do_job_thread ()
#27 0x00007ffff5fd76db in start_thread (arg=0x7fff90bff700) at pthread_create.c:463
#28 0x00007fffec41288f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95

To save some time looking through the gdb_backtrace_2nd_time, here is where the thread fails: > Thread 222 "blender" received signal SIGSEGV, Segmentation fault. > [Switching to Thread 0x7fff90bff700 (LWP 1716)] > 0x00000000fffb7403 in ?? () > (gdb) bt > #0 0x00000000fffb7403 in () > #1 0x00007ffff0959a0d in OpenSubdiv::v3_4_0::Far::PatchBuilder::getQuadRegularPatchPoints(int, int, int, int*, int) const at /opt/lib/osd/lib/libosdCPU.so.3.4.0 > #2 0x00007ffff0964142 in OpenSubdiv::v3_4_0::Far::PatchTableBuilder::assignPatchPointsAndStencils(OpenSubdiv::v3_4_0::Far::PatchTableBuilder::PatchTuple const&, OpenSubdiv::v3_4_0::Far::PatchTableBuilder::PatchInfo const&, int*, OpenSubdiv::v3_4_0::Far::PatchTableBuilder::LocalPointHelper&, int) () at /opt/lib/osd/lib/libosdCPU.so.3.4.0 > #3 0x00007ffff0964fc1 in OpenSubdiv::v3_4_0::Far::PatchTableBuilder::populatePatches() () at /opt/lib/osd/lib/libosdCPU.so.3.4.0 > #4 0x00007ffff0966ae8 in OpenSubdiv::v3_4_0::Far::PatchTableFactory::Create(OpenSubdiv::v3_4_0::Far::TopologyRefiner const&, OpenSubdiv::v3_4_0::Far::PatchTableFactory::Options, OpenSubdiv::v3_4_0::Vtr::ConstArray<int>) () at /opt/lib/osd/lib/libosdCPU.so.3.4.0 > #5 0x0000555557618f99 in openSubdiv_createEvaluatorInternal(OpenSubdiv_TopologyRefiner*) () > #6 0x0000555557617b13 in openSubdiv_createEvaluatorFromTopologyRefiner () > #7 0x0000555556b92fb6 in BKE_subdiv_eval_begin () > #8 0x0000555556b93001 in BKE_subdiv_eval_update_from_mesh () > #9 0x000055555739d0c9 in BKE_subdiv_to_mesh () > #10 0x0000555556e15d1a in applyModifier () > #11 0x0000555556bbd72e in mesh_calc_modifiers () > #12 0x0000555556bbe233 in mesh_build_data () > #13 0x0000555556bbf8af in makeDerivedMesh () > #14 0x0000555556b34648 in BKE_object_handle_data_update () > #15 0x0000555556b3495e in BKE_object_eval_uber_data () > #16 0x00005555573e3896 in DEG::deg_task_run_func(TaskPool*, void*, int) () > #17 0x0000555558b047ad in BLI_task_pool_work_and_wait () > #18 0x00005555573e3bab in DEG::deg_evaluate_on_refresh(DEG::Depsgraph*) () > #19 0x00005555573ca9b4 in DEG_evaluate_on_framechange () > #20 0x0000555556b6dcd3 in BKE_scene_graph_update_for_newframe () > #21 0x0000555558557ff1 in RE_engine_render () > #22 0x0000555558561f31 in do_render () > #23 0x0000555558565248 in do_render_all_options () > #24 0x0000555558565d8b in RE_RenderAnim () > #25 0x0000555557976a79 in render_startjob () > #26 0x0000555556c6c8d2 in do_job_thread () > #27 0x00007ffff5fd76db in start_thread (arg=0x7fff90bff700) at pthread_create.c:463 > #28 0x00007fffec41288f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
Author

I've been able to narrow it down to something about one of the modifiers on the meshes in the 'Player collection.' Each Armature in each "Player" collection has two mesh elements prefixed "human_male_baseXX.YYY". These apparently have several modifiers on them, including subdivision, displacement, etc. I removed these extra modifiers on all these submeshes in the scene. Now the scene renders fine without the crash, so the crash must be related to one of the modifiers on these meshes under the "Player" collections.

I've been able to narrow it down to something about one of the modifiers on the meshes in the 'Player collection.' Each Armature in each "Player" collection has two mesh elements prefixed "human_male_baseXX.YYY". These apparently have several modifiers on them, including subdivision, displacement, etc. I removed these extra modifiers on all these submeshes in the scene. Now the scene renders fine without the crash, so the crash must be related to one of the modifiers on these meshes under the "Player" collections.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

From your log the problem seems to be related to OpenSubdiv, so it is very likely an effect of Adaptive Subdivision .
This type of subdivision is experimental and can be quite slow in some settings.

I haven't checked the file yet to make sure it's a bug or a known limitation.

From your log the problem seems to be related to `OpenSubdiv`, so it is very likely an effect of [Adaptive Subdivision ](https://docs.blender.org/manual/en/latest/render/cycles/object_settings/adaptive_subdiv.html?highlight=opensubdiv). This type of subdivision is experimental and can be quite slow in some settings. I haven't checked the file yet to make sure it's a bug or a known limitation.

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

Got no crash here.

@GabrielM can you re-try with latest dev build?

Got no crash here. @GabrielM can you re-try with latest dev build?

Added subscriber: @brecht

Added subscriber: @brecht

The backtrace is in the Blender side usage of OpenSubdiv, not adaptive subdivision in Cycles. There may be some weird interaction between them, but most likely this is just not a Cycles bug.

The backtrace is in the Blender side usage of OpenSubdiv, not adaptive subdivision in Cycles. There may be some weird interaction between them, but most likely this is just not a Cycles bug.

Added subscriber: @dfelinto

Added subscriber: @dfelinto

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'
Dalai Felinto self-assigned this 2020-02-06 14:50:19 +01:00

No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed. Thanks again for the report. If the problem persists please open a new report with the required information.

@GabrielM if the problem persists please re-submit the report with the simplified file this time. From what you said you can probably narrow this down to a single modifier in a single object. From that you can simplify its geometry even further usually.

No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed. Thanks again for the report. If the problem persists please open a new report with the required information. @GabrielM if the problem persists please re-submit the report with the simplified file this time. From what you said you can probably narrow this down to a single modifier in a single object. From that you can simplify its geometry even further usually.
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Reference: blender/blender#72684
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