Blender 3.0 splash screen render crash with data transfer modifier and geometry nodes #93090
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Reference: blender/blender#93090
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System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49
Blender Version
Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-11-11 18:49, hash:
bd734cc441
Worked: I can not answer that.
Short description of error
For some reason Blender crashes if I want to render a second time the same frame.
I am really sorry for the bad bug report but maybe you can give me a hint to pin down the exact issue.
EDIT: It also happens on the CPU. Maybe it is because I try to move the image around while it is building/rendering?
EDIT2: It happens so random. Sometimes on the first frame, sometimes on the 7th frame...
EDIT3: With Blender 3.1 it crashed while opening it for the first time :(
Exact steps for others to reproduce the error
blender_system_info.txt
blender_debug_output.txt
Blender-3.0.crash.txt
Added subscriber: @Raimund58
Cycles: Crash if I render a socond frame of the Blender 3.0 splash with OPTIXto Cycles: Crash if I render a second frame of the Blender 3.0 splash with OPTIX/CPUAdded subscriber: @brecht
Cycles is nowhere in this crash backtrace, it seems to be crashing the depsgraph. I see a data transfer modifier and child particles being evaluated.
Unable to reproduce the crash myself so far.
@brecht Anything I can do to help pinning this down?
Cycles: Crash if I render a second frame of the Blender 3.0 splash with OPTIX/CPUto Blender: Crash if I render a second frame of the Blender 3.0 splash with OPTIX/CPUWhat would help is to try to reproduce this with Eevee, and to simplify the scene as much as possible while still having it crash.
Blender: Crash if I render a second frame of the Blender 3.0 splash with OPTIX/CPUto Blender 3.0 splash screen render crash with data transfer modifier and geometry nodesChanged status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @JacquesLucke, @mont29
I can reproduce it now with this .blend file from the studio here. Not sure if it's a slightly different .blend or Blender build or other random change. But the stack trace is consistent with this report.
In a data transfer modifier from
GEO-bird_body
toGEO-bird_wings.feathers
, a mesh is expected to have loop normals but does not.The mesh comes from a geometry set, so geometry nodes. For the non-geometry nodes case it relies on a custom data mask to generate the loop normals in
mesh_calc_modifier_final_normals
, but perhaps there is no such code for geometry nodes.To be clear, this is the .blend file:
https://cloud.blender.org/p/gallery/617933e9b7b35ce1e1c01066
Potential solutions:
mesh_calc_modifier_final_normals
for meshes in the geometry set at the end ofmesh_calc_modifiers
. In principle this is the most performant solution since it allows multithreaded computation of normals on multiple objects. May also improve performance of drawing code, if that is currently computing normals in a single thread (for small enough meshes that parallellization over a single mesh does not help much).Added subscriber: @HooglyBoogly
This doesn't apply to loop normals, but my patch D12770 deals with similar situations. I've moved face and vertex normal calculation behind locks. I know less about loop normals, but maybe something similar would be useful there.
Disabling the normal transfer modifier on
GEO-bird_body.feathers
andGEO-bird_wings.feathers
stops the crash.I'll leave this to the geometry nodes team to solve since it's not a rendering issue.
I think the proper long term solution is a mix of option 1 and 2. We should be able to compute derived mesh data lazily when it is actually needed. This is the default case. However, for improved performance we should compute some derived mesh data eagerly when we know for sure that it will be needed (I see this just as an optimization because it is hard/impossible and brittle to figure out what derived mesh data will be needed later on).
Regarding this bug specifically, I still don't fully understand what is causing it. The
geometry_set_final
does not seem to contain a mesh or instances that we'd have to iterate over. Still checking...This issue was referenced by
6987060f70
Changed status from 'Confirmed' to: 'Resolved'