Crash on applying subdivision modifier #103418
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Reference: blender/blender#103418
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56
CPU: 24 core/48 thread Threadripper
Memory: 128 GB RAM
Disk: NVMe
Blender Version
Broken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-06 18:46, hash:
a95bf1ac01
Worked: Previous versions were better, unmeasured but it appears to
Short description of error
Crash on applying subdivision modifier
Exact steps for others to reproduce the error
FBXExportCrash.blend
SK_Agent-Mask_L0100010101.crash.txt
Added subscriber: @DrMc
Added subscriber: @HooglyBoogly
Changed status from 'Needs Triage' to: 'Archived'
For addons not maintained by Blender, issues should be reported to their developers directly. It may be, but it's not necessarily a bug in Blender if using the addon causes a crash. If it is caused by a mistake in Blender itself, a report should contain a simplified method to reproduce the issue.
Understood, with this addon I've developed this from the original for many years so am the developer, and have been tracing it down, it appears to be occuring in bpy.ops.export_scene.fbx due to automatically applying the following modifier stack
Back to my question, if I supply you with an addon and a blender file will that be enough to verify the issue?
Here, I found an easy reproduction{F14086454} case, just apply the stack by hand and it crashes, please open this bug again @HooglyBoogly
Enable Modifier Tools
FBXExportCrash.blend
Hit Apply All
Verified this also crashes with the above use case in 3.4.0 - going back to 3.3 LTS (I need to get some work done) but last I did this kind of operation was on 3.3, so pretty sure that version worked. Well no - also crashes on 3.3 LTS.
I've used this modifier stack on many assets on 3.3, maybe there's something special about this particular mesh that's causing it trouble.
Changed status from 'Archived' to: 'Needs Triage'
Added subscriber: @NotStirred
This comment was removed by @NotStirred
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Needs User Info'
Hi, thanks for the report. I'm unable to open your file in 16GB RAM machine. Guess uploaded file consists heavy geometry?
Do you've simpler file where the crash happens? Is there any way to trigger the crash without the plugin?
Yes the modifier stack takes a medium poly hard surface mesh and remeshes it to a high poly mesh with bevels for baking. I don't have a simpler file, do any of your colleagues have a more capable machine? This has become a common modifier stack to use for hi/low poly baking of hard surface, a lot of artists are using now. It's not particularly high poly - not in the millions, but 16GB is pretty limited for this work.
The simplified use case I have above doesn't use the plugin, for convenience it uses the built in Modifier Utilities plugin.
ok, thanks for the info.
What are crash reproduction steps BTW? First apply modifiers manually or
Apply All
operator frommodifier tool
add-on then export in fbx format?As I said above, the report changed from the original instructions as I found a simplified use case - just hit the button to apply all the modifers
Crash during FBX exportto Crash on applying modifiersChanged status from 'Needs User Info' to: 'Needs Triage'
It occurs if you hit the "Viewport Vis" buttton, specifically enabling visibility on the Subdiv causes the crash. I verified that it occurs whether 'GPU Subdiv' is enabled or not, so this appears to be the source of the crash.
Yes deleting the subdiv and applying the other modifiers shows the subdiv is the smoking gun, which makes sense anyhow looking at the stack trace.
Could be same as #100620 (Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay))
Crash on applying modifiersto Crash on applying subdivision modifierAdded subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Archived'
This just seems to crash just going out of RAM.
Mesh in question has 1.324 million tris -- goes up to 8 million with one subdivision, up to 32 million with two subdivisions with 32 GB of RAM
I can get modifiers to apply with one (or even two) subdivisions by lowering the Quality to 1 (from 3) or disabling the
Use Limit Surface
option (which seems to just eat considerably more RAM) in the modifiersAdvanced
tabThese crashes are unfortunate, but not considered a real bug due to the bugtracker policy:
There was a recent patch to improve upon this situation (avoid crashes when too high memory allocation fails), but like I said: atm. these are not considered bugs.
Thx reporting anyways, will have to close though.
I have 128GB of RAM on this machine, 32GB+ is not a problem and I've used this exact mod stack on similarly sized objects before. Are there any other reasons you're concluding it's a RAM issue other than it's is 32GB?
Changed status from 'Archived' to: 'Needs User Info'
Well, it behaves correctly here if I try to keep the RAM usage below my available 32GB, if it goes above, it crashes.
How much RAM is used on your side when you try to apply the modifiers?
It maxed out at ~50GB RAM, dropped down to 48GB then crashed.
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @iss
Changed status from 'Needs Triage' to: 'Archived'
Since 1 subdivision level used more than 60GB ram, 2 levels would use more than twice that amount. You state, that you have 128GB, which is not enough for this operation. Crash is expected in such case, so I will close this report.
While we want to improve Blender to handle such cases memory gracefully, this is not currently considered a bug.