Large number of instance render wont start, stuck at 1sample, repeating BVH Building #84899
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Reference: blender/blender#84899
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System Information
Operating system: Linux 5.4.0-62-generic #70-Ubuntu SMP 2021 x86_64 x86_64 x86_64 GNU/Linux
Graphics card: GTX 2070
Blender Version
Broken: 2.93 master 2pm CET update
Worked: Do not know, never tried that much instances
Short description of error
When rendering with cycles, the viewport render stays at 1 sample :bug_rendering.mp4
When hitting render F12, working fine.
Exact steps for others to reproduce the error
Add a large plane, 200m by 200m.
Add another small plane.
Do the simple geo node setup on the large plane to scatter the small one all over the plane.
Blend file attached /
untitled.blend
Added subscriber: @Kdaf
Added subscriber: @filedescriptor
Changed status from 'Needs Triage' to: 'Confirmed'
I can confirm this issue. It seems that the renderer is stuck in a loop building the bvh tree and path tracing.
Added subscriber: @JacquesLucke
Interestingly, I can reproduce it in a release build, but not in a debug build.
I didn't track it down to the root cause yet, but applying the patch below shows interesting behavior:
Once viewport rendering starts, this prints the following:
Not sure why that is exactly. Seems to be some timing issue.
Added subscriber: @kevindietrich
@kevindietrich do you have an idea of what might be causing this update issue? I think it's not related to your device update refactor, but maybe your knowledge from that helps you here.
Typically infinite update loops are caused by some property always being modified. Cycles detects this at the high level through
Scene.need_data_update
andScene.need_reset
. Those will check the managers which could have been tagged for an update after some object, geometry, etc., was modified. The synchronization routine between Blender and Cycles is always called after some time to account for user edits or viewport camera changes.This infinite loop appears to be caused by some instances having their transformation always modified. Out of all the objects in the scene, only 6 of them have a modified transformation for some reason. Since they are instances, they all have the same name in Cycles:
(Flag value of 32 is OBJECT_MODIFIED.)
So the issue seems to occur when synchronizing the objects. It could be some weird data corruption, as far as Cycles is concerned the objects are moving, yet nothing is animated. Printing the transformation changes does not seem to indicate that some objects are switched, but it could be values from other objects (following pointers between Blender and Cycles is a bit tricky and misleading because of copy on write and ID reuse):
@kevindietrich thanks! That helped me already.
The issue seems to be that the dupli ids are not fully unique in some cases. In fact, there are 6 id collisions, which explains your result. This simple patch fixes the issue for me:
I have to think a bit more how to properly fix this. Ids are not really expected to be unique by construction currently, they are only used to keep random effects stable when instances are added/removed.
This issue was referenced by
98db4cc639
Changed status from 'Confirmed' to: 'Resolved'