Crash on applying subdivision modifier #103418

Closed
opened 2022-12-22 19:43:44 +01:00 by Dan McLaughlin · 31 comments

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

**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** - Open attached file - Apply subdivision modifier [FBXExportCrash.blend](https://archive.blender.org/developer/F14086454/FBXExportCrash.blend) [SK_Agent-Mask_L0100010101.crash.txt](https://archive.blender.org/developer/F14084062/SK_Agent-Mask_L0100010101.crash.txt)
Author

Added subscriber: @DrMc

Added subscriber: @DrMc
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Member

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

Changed status from 'Needs Triage' to: 'Archived'
Member

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.

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.
Author

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

image.png

Back to my question, if I supply you with an addon and a blender file will that be enough to verify 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 ![image.png](https://archive.blender.org/developer/F14086421/image.png) Back to my question, if I supply you with an addon and a blender file will that be enough to verify the issue?
Author

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
image.png
FBXExportCrash.blend

Hit Apply All
image.png

Here, I found an easy reproduction{[F14086454](https://archive.blender.org/developer/F14086454/FBXExportCrash.blend)} case, just apply the stack by hand and it crashes, please open this bug again @HooglyBoogly Enable Modifier Tools ![image.png](https://archive.blender.org/developer/F14086503/image.png) [FBXExportCrash.blend](https://archive.blender.org/developer/F14086508/FBXExportCrash.blend) Hit Apply All ![image.png](https://archive.blender.org/developer/F14086497/image.png)
Author

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.

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.
Member

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

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

Added subscriber: @NotStirred

Added subscriber: @NotStirred

This comment was removed by @NotStirred

*This comment was removed by @NotStirred*
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Changed status from 'Needs Triage' to: 'Needs User Info'

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

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?

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?
Author

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.

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.
Member

ok, thanks for the info.
What are crash reproduction steps BTW? First apply modifiers manually or Apply All operator from modifier tool add-on then export in fbx format?

ok, thanks for the info. What are crash reproduction steps BTW? First apply modifiers manually or `Apply All` operator from `modifier tool` add-on then export in fbx format?
Author

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

In #103418#1465152, @DrMc wrote:
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
image.png
FBXExportCrash.blend

Hit Apply All
image.png

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 > In #103418#1465152, @DrMc wrote: > Here, I found an easy reproduction{[F14086454](https://archive.blender.org/developer/F14086454/FBXExportCrash.blend)} case, just apply the stack by hand and it crashes, please open this bug again @HooglyBoogly > > Enable Modifier Tools > ![image.png](https://archive.blender.org/developer/F14086503/image.png) > [FBXExportCrash.blend](https://archive.blender.org/developer/F14086508/FBXExportCrash.blend) > > Hit Apply All > ![image.png](https://archive.blender.org/developer/F14086497/image.png)
Pratik Borhade changed title from Crash during FBX export to Crash on applying modifiers 2022-12-27 04:35:52 +01:00
Member

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

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

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.

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.
Author

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.

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.
Member

Could be same as #100620 (Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay))

Could be same as #100620 (Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay))
Pratik Borhade changed title from Crash on applying modifiers to Crash on applying subdivision modifier 2022-12-28 07:34:39 +01:00
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

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

Changed status from 'Needs Triage' to: 'Archived'
Member

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 modifiers Advanced tab

These crashes are unfortunate, but not considered a real bug due to the bugtracker policy:

Thanks for the report. It appears this crashes because Blender ran out of memory.
While we want to improve Blender to handle such cases memory gracefully, this is not currently considered a bug.

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.

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 modifiers `Advanced` tab These crashes are unfortunate, but not considered a real bug due to the bugtracker policy: > Thanks for the report. It appears this crashes because Blender ran out of memory. > While we want to improve Blender to handle such cases memory gracefully, this is not currently considered a bug. 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.
Author

In #103418#1468400, @lichtwerk wrote:
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 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?

> In #103418#1468400, @lichtwerk wrote: > 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 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?
Member

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

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

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?

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?
Author

It maxed out at ~50GB RAM, dropped down to 48GB then crashed.

It maxed out at ~50GB RAM, dropped down to 48GB then crashed.
Member

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

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

Added subscriber: @iss

Added subscriber: @iss

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

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.

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.
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Reference: blender/blender#103418
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