Cycles Optix cannot be brought back once AO node is added (does not recover removing the node or material) #79837

Closed
opened 2020-08-17 00:11:22 +02:00 by Ryan Dang · 21 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67

Blender Version
Broken: version: 2.83.3, branch: master, commit date: 2020-07-22 06:01, hash: 353e5bd749
Worked: (newest version of Blender that worked as expected)

Short description of error
[Whenever I add a Ambient Oclusion node in the shading tab of an object material, Cycles would either crashed and stuck on one frame. Or it would crash and everything would render as grey. It crash on the viewport like that. And when I render it, it say optix implementation does not support shader ray tracing yet. ]

Exact steps for others to reproduce the error
[Just adding an AO node into the shader tab, not even connect the node to anything, and it crash the viewport immediately{F8786400}]
[Based on the default startup or an attached .blend file (as simple as possible)]

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 **Blender Version** Broken: version: 2.83.3, branch: master, commit date: 2020-07-22 06:01, hash: `353e5bd749` Worked: (newest version of Blender that worked as expected) **Short description of error** [Whenever I add a Ambient Oclusion node in the shading tab of an object material, Cycles would either crashed and stuck on one frame. Or it would crash and everything would render as grey. It crash on the viewport like that. And when I render it, it say optix implementation does not support shader ray tracing yet. ] **Exact steps for others to reproduce the error** [Just adding an AO node into the shader tab, not even connect the node to anything, and it crash the viewport immediately{[F8786400](https://archive.blender.org/developer/F8786400/AO_Bug.blend)}] [Based on the default startup or an attached .blend file (as simple as possible)]
Author

Added subscriber: @RyanDang

Added subscriber: @RyanDang

Added subscriber: @YAFU

Added subscriber: @YAFU

That's correct, OptiX render doesn't support those features yet.
https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html#supported-features-and-limitations

But I'm not sure if the report is about that even after removing AO node in Shader editor, Viewport still keeps showing the message and doesn't render in viewport.

That's correct, OptiX render doesn't support those features yet. https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html#supported-features-and-limitations But I'm not sure if the report is about that even after removing AO node in Shader editor, Viewport still keeps showing the message and doesn't render in viewport.
Author

Yes. It does not render in the viewport even after removing it.

Extra question: so if I want to use AO. I would need to use CUDA then?

Yes. It does not render in the viewport even after removing it. Extra question: so if I want to use AO. I would need to use CUDA then?

Yes, it is a CUDA/OpenCL/CPU only feature for now.

Yes, it is a CUDA/OpenCL/CPU only feature for now.
Philipp Oeser changed title from Cycles crashed with AO node to Cycles Optix cannot be brought back once AO node is added (does not recover removing the node or material) 2020-08-27 19:02:35 +02:00
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Added subscribers: @pmoursnv, @brecht

Added subscribers: @pmoursnv, @brecht

@pmoursnv, can you check?

@pmoursnv, can you check?
Member

2.90 shows a proper error message for this in the viewport already. AO and Bevel nodes are not currently supported with OptiX. This is caught when kernels are loaded, so need to force Cycles to reinitialize to get rid of the error after removing those nodes. Simplest way to do this is to switch Viewport Shading to Solid and then back to Rendered. I cannot reproduce it not being possible to get back to a working viewport after removing the node this way, so don't think there is a bug here.

2.90 shows a proper error message for this in the viewport already. AO and Bevel nodes are not currently supported with OptiX. This is caught when kernels are loaded, so need to force Cycles to reinitialize to get rid of the error after removing those nodes. Simplest way to do this is to switch Viewport Shading to Solid and then back to Rendered. I cannot reproduce it not being possible to get back to a working viewport after removing the node this way, so don't think there is a bug here.

In #79837#1003876, @pmoursnv wrote:
Simplest way to do this is to switch Viewport Shading to Solid and then back to Rendered. I cannot reproduce it not being possible to get back to a working viewport after removing the node this way, so don't think there is a bug here.

Hi
The method of switching to Solid mode does not work here. Linux, GTX 960 (450.66), Blender 2.91.0 Alpha 396d39c6b9

optix_GTX 960.mp4

> In #79837#1003876, @pmoursnv wrote: >Simplest way to do this is to switch Viewport Shading to Solid and then back to Rendered. I cannot reproduce it not being possible to get back to a working viewport after removing the node this way, so don't think there is a bug here. Hi The method of switching to Solid mode does not work here. Linux, GTX 960 (450.66), Blender 2.91.0 Alpha 396d39c6b904 [optix_GTX 960.mp4](https://archive.blender.org/developer/F8816869/optix_GTX_960.mp4)

Added subscriber: @sebastian_k

Added subscriber: @sebastian_k

Yeah, I can confirm that. Also going to System preferences and switching to CUDA, enabling viewport rendering, going back to solid, switching to OPTIX and enabling viewport rendering agin fixes it. I somehow cannot get OPTIX to "unregister" that AO node. (testing with 21cb6f09ff)

Yeah, I can confirm that. Also going to System preferences and switching to CUDA, enabling viewport rendering, going back to solid, switching to OPTIX and enabling viewport rendering agin fixes it. I somehow cannot get OPTIX to "unregister" that AO node. (testing with 21cb6f09ff)
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

The method of switching to Solid mode does not work here either. Linux, 970m (440.100)

The method of switching to Solid mode does not work here either. Linux, 970m (440.100)
Member

You need to change a node connection. Blender apparently doesn't update the node graph send to Cycles if an unconnected node is deleted. So either connect the AO node to something and then delete it, or add/remove a connection somewhere else before switching mode and it will work.

You need to change a node connection. Blender apparently doesn't update the node graph send to Cycles if an unconnected node is deleted. So either connect the AO node to something and then delete it, or add/remove a connection somewhere else before switching mode and it will work.
Member

In #79837#1004294, @pmoursnv wrote:
You need to change a node connection. Blender apparently doesn't update the node graph send to Cycles if an unconnected node is deleted. So either connect the AO node to something and then delete it, or add/remove a connection somewhere else before switching mode and it will work.

That works for me

> In #79837#1004294, @pmoursnv wrote: > You need to change a node connection. Blender apparently doesn't update the node graph send to Cycles if an unconnected node is deleted. So either connect the AO node to something and then delete it, or add/remove a connection somewhere else before switching mode and it will work. That works for me

In #79837#1004294, @pmoursnv wrote:
Blender apparently doesn't update the node graph send to Cycles if an unconnected node is deleted.

So I suppose that @brecht must decide if this behavior in Cycles is acceptable, and then if this ticket should be closed.

> In #79837#1004294, @pmoursnv wrote: >Blender apparently doesn't update the node graph send to Cycles if an unconnected node is deleted. So I suppose that @brecht must decide if this behavior in Cycles is acceptable, and then if this ticket should be closed.
Contributor

Added subscriber: @Raimund58

Added subscriber: @Raimund58

I think rather than aborting the render, we should just make the AO node output black.

We could use a better mechanism in Cycles and Blender in general as a whole to support aborting the render on missing things like GPU support for a particular feature or a missing image texture, but if we do that we better implement it as a generic mechanism.

For now I think it's better to handle this like e.g. missing image textures, which is to continue to render without it.

I think rather than aborting the render, we should just make the AO node output black. We could use a better mechanism in Cycles and Blender in general as a whole to support aborting the render on missing things like GPU support for a particular feature or a missing image texture, but if we do that we better implement it as a generic mechanism. For now I think it's better to handle this like e.g. missing image textures, which is to continue to render without it.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Patrick Mours self-assigned this 2020-12-10 15:27:58 +01:00
Member

Rendering with OptiX does support AO/Bevel nodes now (c10546f5e9), so this should no longer be an issue either way.

Rendering with OptiX does support AO/Bevel nodes now (c10546f5e9), so this should no longer be an issue either way.
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Reference: blender/blender#79837
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