Cycles render crashes with open VDB sequence and motion blur on. #77854

Closed
opened 2020-06-14 13:17:29 +02:00 by Andrey Sokolov · 28 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14

Blender Version
Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f7
Worked: (newest version of Blender that worked as expected)

Short description of error
Cycles render, no matter CPU or GPU, immediately crashes when motion blur is on and there is a VDB sequence in the scene. I understand that VDB sequence by itself probably can not be affected by motion blur at all because this is just a sequence of independent frames. But anyway it would be nice if it would not crash the whole render process.

Exact steps for others to reproduce the error
Download VDB sequence from here - http://www.mediafire.com/file/r8dmk4hr8ea0gmm/Gasoline_Explosion_01.rar/file
Import it to the Blender project using Shift+A - > Volume ->Import Open VDB
Set some volumetric material (I suppose this step is optional)
Switch render engine to Cycles
Turn on motion blur in render settings
Press Render

#77854.blend

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 **Blender Version** Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: `211b6c29f7` Worked: (newest version of Blender that worked as expected) **Short description of error** Cycles render, no matter CPU or GPU, immediately crashes when motion blur is on and there is a VDB sequence in the scene. I understand that VDB sequence by itself probably can not be affected by motion blur at all because this is just a sequence of independent frames. But anyway it would be nice if it would not crash the whole render process. **Exact steps for others to reproduce the error** Download VDB sequence from here - http://www.mediafire.com/file/r8dmk4hr8ea0gmm/Gasoline_Explosion_01.rar/file Import it to the Blender project using Shift+A - > Volume ->Import Open VDB Set some volumetric material (I suppose this step is optional) Switch render engine to Cycles Turn on motion blur in render settings Press Render [#77854.blend](https://archive.blender.org/developer/F8620925/T77854.blend)
Author

Added subscriber: @Andrey_Sokolov

Added subscriber: @Andrey_Sokolov
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

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

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

Can confirm (also in 1d6529873f).
Assume this is a bug [unless there is something wrong with the metadata or how the VDB is written...]

1   je_free_default 
2   openvdb::v7_0::GridBase::isType<openvdb::v7_0::Grid<openvdb::v7_0::tree::Tree<openvdb::v7_0::tree::RootNode<openvdb::v7_0::tree::InternalNode<openvdb::v7_0::tree::InternalNode<openvdb::v7_0::tree::LeafNode<float, 3u>, 4u>, 5u>>>>>                                                       Grid.h
3   ccl::VDBImageLoader::load_metadata
4   ccl::BlenderVolumeLoader::load_metadata
5   ccl::ImageManager::load_image_metadata
6   ccl::ImageManager::device_load_image
7   std::__invoke_impl<void, void (ccl::ImageManager:: *&)(ccl::Device *, ccl::Scene *, int, ccl::Progress *), ccl::ImageManager *&, ccl::Device *&, ccl::Scene *&, unsigned long&, ccl::Progress *&>                                                                                       invoke.h
8   std::__invoke<void (ccl::ImageManager:: *&)(ccl::Device *, ccl::Scene *, int, ccl::Progress *), ccl::ImageManager *&, ccl::Device *&, ccl::Scene *&, unsigned long&, ccl::Progress *&>                                                                                                       invoke.h
9   std::_Bind<void (ccl::ImageManager:: *(ccl::ImageManager *, ccl::Device *, ccl::Scene *, unsigned long, ccl::Progress *))(ccl::Device *, ccl::Scene *, int, ccl::Progress *)>::__call<void, int&&, 0ul, 1ul, 2ul, 3ul, 4ul>(std::tuple<int&&>&&, std::_Index_tuple<0ul, 1ul, 2ul, 3ul, 4ul>) functional
10  std::_Bind<void (ccl::ImageManager:: *(ccl::ImageManager *, ccl::Device *, ccl::Scene *, unsigned long, ccl::Progress *))(ccl::Device *, ccl::Scene *, int, ccl::Progress *)>::operator()<int, void>(int&&)                                                                                  functional
11  std::_Function_handler<void (int), std::_Bind<void (ccl::ImageManager:: *(ccl::ImageManager *, ccl::Device *, ccl::Scene *, unsigned long, ccl::Progress *))(ccl::Device *, ccl::Scene *, int, ccl::Progress *)>>::_M_invoke(std::_Any_data const&, int&&)                                   std_function.h
12  std::function<void (int)>::operator()(int) const
13  ccl::TaskPool::wait_work
14  ccl::ImageManager::device_load_builtin
15  ccl::BlenderSession::builtin_images_load
16  ccl::BlenderSession::render
17  ccl::render_func
Can confirm (also in 1d6529873f). Assume this is a bug [unless there is something wrong with the metadata or how the VDB is written...] ``` 1 je_free_default 2 openvdb::v7_0::GridBase::isType<openvdb::v7_0::Grid<openvdb::v7_0::tree::Tree<openvdb::v7_0::tree::RootNode<openvdb::v7_0::tree::InternalNode<openvdb::v7_0::tree::InternalNode<openvdb::v7_0::tree::LeafNode<float, 3u>, 4u>, 5u>>>>> Grid.h 3 ccl::VDBImageLoader::load_metadata 4 ccl::BlenderVolumeLoader::load_metadata 5 ccl::ImageManager::load_image_metadata 6 ccl::ImageManager::device_load_image 7 std::__invoke_impl<void, void (ccl::ImageManager:: *&)(ccl::Device *, ccl::Scene *, int, ccl::Progress *), ccl::ImageManager *&, ccl::Device *&, ccl::Scene *&, unsigned long&, ccl::Progress *&> invoke.h 8 std::__invoke<void (ccl::ImageManager:: *&)(ccl::Device *, ccl::Scene *, int, ccl::Progress *), ccl::ImageManager *&, ccl::Device *&, ccl::Scene *&, unsigned long&, ccl::Progress *&> invoke.h 9 std::_Bind<void (ccl::ImageManager:: *(ccl::ImageManager *, ccl::Device *, ccl::Scene *, unsigned long, ccl::Progress *))(ccl::Device *, ccl::Scene *, int, ccl::Progress *)>::__call<void, int&&, 0ul, 1ul, 2ul, 3ul, 4ul>(std::tuple<int&&>&&, std::_Index_tuple<0ul, 1ul, 2ul, 3ul, 4ul>) functional 10 std::_Bind<void (ccl::ImageManager:: *(ccl::ImageManager *, ccl::Device *, ccl::Scene *, unsigned long, ccl::Progress *))(ccl::Device *, ccl::Scene *, int, ccl::Progress *)>::operator()<int, void>(int&&) functional 11 std::_Function_handler<void (int), std::_Bind<void (ccl::ImageManager:: *(ccl::ImageManager *, ccl::Device *, ccl::Scene *, unsigned long, ccl::Progress *))(ccl::Device *, ccl::Scene *, int, ccl::Progress *)>>::_M_invoke(std::_Any_data const&, int&&) std_function.h 12 std::function<void (int)>::operator()(int) const 13 ccl::TaskPool::wait_work 14 ccl::ImageManager::device_load_builtin 15 ccl::BlenderSession::builtin_images_load 16 ccl::BlenderSession::render 17 ccl::render_func ```

Added subscriber: @kevindietrich

Added subscriber: @kevindietrich

Is this still reproducible? I can't get it to crash on Linux, so either it was fixed somehow, or it's Windows only?

Is this still reproducible? I can't get it to crash on Linux, so either it was fixed somehow, or it's Windows only?

Added subscriber: @ANGRYWELSHMEN

Added subscriber: @ANGRYWELSHMEN

I'm having this issue too. is it due to be fixed?

I'm having this issue too. is it due to be fixed?

@ANGRYWELSHMEN, no one is trying to fix the bug at the moment. I could look into it, but I cannot reproduce the issue locally, neither with the master branch, neither in Blender 2.83.1.

@ANGRYWELSHMEN, no one is trying to fix the bug at the moment. I could look into it, but I cannot reproduce the issue locally, neither with the master branch, neither in Blender 2.83.1.
Author

Still having this issue In the Blender 2.83.1, Windows, branch: master, commit date: 2020-06-25 09:47. One more step to reproduce it is to animate the active camera: in this version Blender almost doesn't crash with VDB if nothing is animated. Also I've found out that it is possible to render without crashing from time to time if all 3 following checkboxes are checked in the Render Settings -> Performance: Use Spatial Splits, Save Buffers, Persistent Images. Unchecking any of them leads to crash. In the latest daily build of Blender 2.9 everything seems to work just fine, I can't reproduce this issue in it.

Still having this issue In the Blender 2.83.1, Windows, branch: master, commit date: 2020-06-25 09:47. One more step to reproduce it is to animate the active camera: in this version Blender almost doesn't crash with VDB if nothing is animated. Also I've found out that it is possible to render without crashing from time to time if all 3 following checkboxes are checked in the Render Settings -> Performance: Use Spatial Splits, Save Buffers, Persistent Images. Unchecking any of them leads to crash. In the latest daily build of Blender 2.9 everything seems to work just fine, I can't reproduce this issue in it.

In #77854#974826, @Andrey_Sokolov wrote:
Still having this issue In the Blender 2.83.1, Windows, branch: master, commit date: 2020-06-25 09:47. One more step to reproduce it is to animate the active camera: in this version Blender almost doesn't crash with VDB if nothing is animated. Also I've found out that it is possible to render without crashing from time to time if all 3 following checkboxes are checked in the Render Settings -> Performance: Use Spatial Splits, Save Buffers, Persistent Images. Unchecking any of them leads to crash. In the latest daily build of Blender 2.9 everything seems to work just fine, I can't reproduce this issue in it.

Appreciate it. My camera is animated so i'll try your fixes.

> In #77854#974826, @Andrey_Sokolov wrote: > Still having this issue In the Blender 2.83.1, Windows, branch: master, commit date: 2020-06-25 09:47. One more step to reproduce it is to animate the active camera: in this version Blender almost doesn't crash with VDB if nothing is animated. Also I've found out that it is possible to render without crashing from time to time if all 3 following checkboxes are checked in the Render Settings -> Performance: Use Spatial Splits, Save Buffers, Persistent Images. Unchecking any of them leads to crash. In the latest daily build of Blender 2.9 everything seems to work just fine, I can't reproduce this issue in it. Appreciate it. My camera is animated so i'll try your fixes.

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Kévin Dietrich self-assigned this 2020-07-13 13:36:09 +02:00

This appears to have been fixed already by 6ac235a6f7, so closing this report.

This appears to have been fixed already by 6ac235a6f7, so closing this report.

Added subscriber: @WhitecloudFX

Added subscriber: @WhitecloudFX

No, its not fixed, have the same issue here, Blender 2.83.3, Windows 10 on a Titan RTX

No, its not fixed, have the same issue here, Blender 2.83.3, Windows 10 on a Titan RTX

Added subscriber: @SakuP

Added subscriber: @SakuP

In #77854#994765, @WhitecloudFX wrote:
No, its not fixed, have the same issue here, Blender 2.83.3, Windows 10 on a Titan RTX

Hi.
I was having crash issues rendering VDB animation and had extensive tests and made a long detailed text already... but in the end I got mine tracked down to one clear issue.

VDB animation render crashes always when having Vector AOV (Passes->Data) on for Cycles render. Single VDB file (non-sequence) works with animation render with Vector pass on, but when having VDB sequence, then crash happens. Usually before very start of 1st frame render, but if the VDB sequence has offset, then sometimes crash happens just start of 2nd frame render. Nevertheless this is a bug and needs to be fixed. Better that someone else can also test and confirm.

Public VDBs used to reproduce crash:
https://jangafx.com/software/embergen/download/free-vdb-animations/
Files: Gasoline Explosion (751mb), Simple Fire (65mb)

I also found another bug:

  • In VDB Object Data Properties -> Render: If I have viewport shading in rendered mode, then changing CLIPPING parameter causes INSTANT CRASH of Blender. Happens also in single VDB file without sequence option turned on, but not with all frames in that case.

System info:
Blender: 2.83.4
OS: Windows 10 Home
CPU: AMD Ryzen 7 2700X
RAM: 32gb
GPU: Nvidia RTX 2080 8gb

Regards,
Saku

> In #77854#994765, @WhitecloudFX wrote: > No, its not fixed, have the same issue here, Blender 2.83.3, Windows 10 on a Titan RTX Hi. I was having crash issues rendering VDB animation and had extensive tests and made a long detailed text already... but in the end I got mine tracked down to one clear issue. VDB animation render crashes always when having **Vector AOV** (Passes->Data) on for Cycles render. Single VDB file (non-sequence) works with animation render with Vector pass on, but when having VDB sequence, then crash happens. Usually before very start of 1st frame render, but if the VDB sequence has offset, then sometimes crash happens just start of 2nd frame render. Nevertheless this is a bug and needs to be fixed. Better that someone else can also test and confirm. **Public VDBs used to reproduce crash:** https://jangafx.com/software/embergen/download/free-vdb-animations/ **Files:** Gasoline Explosion (751mb), Simple Fire (65mb) **I also found another bug:** - In VDB **Object Data Properties -> Render**: If I have viewport shading in rendered mode, then changing **CLIPPING** parameter causes INSTANT CRASH of Blender. Happens also in single VDB file without sequence option turned on, but not with all frames in that case. **System info:** Blender: 2.83.4 OS: Windows 10 Home CPU: AMD Ryzen 7 2700X RAM: 32gb GPU: Nvidia RTX 2080 8gb Regards, Saku
Member

@SakuP , @WhitecloudFX : 6ac235a6f7 is not backported to the 2.83 series afaict, could you check this with a 2.9 build from https://builder.blender.org/download/?

@SakuP , @WhitecloudFX : 6ac235a6f7 is not backported to the 2.83 series afaict, could you check this with a 2.9 build from https://builder.blender.org/download/?

@lichtwerk

I downloaded and did quick tests. Vector pass seem to work without crashes, but otherwise not stable at all.

  • Crashed twice when I cancelled the animation render after few frames. Pressed ESC-key and blender quit instantly. Didn't happen every time.
  • Crashes every time when I have rendered shading in viewport and scrub timeline. Reproducible. When I delete VDB from scene scrubbing does not cause crash.
  • Crashed also in rendered shading mode in viewport and doing the VDB clipping parameter change. Reproducible.

Blender version used: blender-2.90.0-ba2d1c889819-windows64

This is first time I have tried 2.9 version, so I don't have stability reference on this Blender version.

@lichtwerk I downloaded and did quick tests. Vector pass seem to work without crashes, but otherwise not stable at all. - Crashed twice when I cancelled the animation render after few frames. Pressed ESC-key and blender quit instantly. Didn't happen every time. - Crashes every time when I have rendered shading in viewport and scrub timeline. **Reproducible.** When I delete VDB from scene scrubbing does not cause crash. - Crashed also in rendered shading mode in viewport and doing the VDB clipping parameter change. **Reproducible.** **Blender version used:** blender-2.90.0-ba2d1c889819-windows64 This is first time I have tried 2.9 version, so I don't have stability reference on this Blender version.

Added subscriber: @brecht

Added subscriber: @brecht

Please create new bug reports, with example .blend files and exact steps to reproduce the problem.

Please create new bug reports, with example .blend files and exact steps to reproduce the problem.

Sure. I'll search first which ones are already reported and which ones not.

Question: How do you prefer to have bug report that is found in 2 different Blender version? One post and mention both Blender versions in description or 2 separate posts of same issue (one for each Blender version)?

Sure. I'll search first which ones are already reported and which ones not. Question: How do you prefer to have bug report that is found in 2 different Blender version? One post and mention both Blender versions in description or 2 separate posts of same issue (one for each Blender version)?

One bug report is enough if it happens in multiple Blender versions, just mention the versions where it works or doesn't.

One bug report is enough if it happens in multiple Blender versions, just mention the versions where it works or doesn't.

Added subscriber: @Skoffin

Added subscriber: @Skoffin

Working on a scene and after baking and re-importing my vdb I get an instant crash while the render compiles. is this related because i can't find an AOV pass checkbox, any help is greatly appreciated!

Working on a scene and after baking and re-importing my vdb I get an instant crash while the render compiles. is this related because i can't find an AOV pass checkbox, any help is greatly appreciated!

@Skoffin Please create a new bug report, with example .blend file and any other associated file and exact steps to reproduce the problem.

@Skoffin Please create a new bug report, with example .blend file and any other associated file and exact steps to reproduce the problem.

Added subscriber: @kaboose1066

Added subscriber: @kaboose1066

What fixed this for me was changing the render tile size in render settings > performance > memory > tiling size from 2048 to 256, it slows the render down a bit but it least it renders, none of the other comments fixed it unfortunately.

What fixed this for me was changing the render tile size in render settings > performance > memory > tiling size from 2048 to 256, it slows the render down a bit but it least it renders, none of the other comments fixed it unfortunately.
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Reference: blender/blender#77854
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