Particle with fluid physics unstable #39180
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Reference: blender/blender#39180
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System Information
Operating system and graphics card
Blender Version
Broken: 2.70
2525f9c
= official RC2Worked: 2.69 r60995 (also the example below doesn't crash on load)
Short description of error
The particle system with fluid physics seem to be very unstable, especially if you want to use interaction between 2 of them.
Exact steps for others to reproduce the error
CRASH or sometimes one of the systems get's a very strange force.
If I save the blend file before pressing play and try to reload it, blender crashes.
sim10.blend
Changed status to: 'Open'
Added subscriber: @SimeonConzendorf
Added subscriber: @sebastian_k
Crashes also on OSX.
This issue was referenced by blender/blender-addons-contrib@ade6646755
This issue was referenced by
ade6646755
Changed status from 'Open' to: 'Resolved'
Closed by commit
ade6646755
.Changed status from 'Resolved' to: 'Open'
Hello lukas,
thank you for fixing it so fast, but I think there could be more bugs related to my topic, i hope it's ok, that I reopen it.
I downloaded latest built from http://builder.blender.org/download/ - Hash: 2aaf243 from Sat Mar 15 02:26:16 2014
(I'm not able to compile blender)
Exact steps for others to reproduce the error (same as above)
WORKS
CRASH
In 2.69 it works.
sim12.blend
I'm afraid there is no proper solution this time ...
The fluid interaction code totally relies on other object's data being available, it contains a function call to write the particle bvh tree data of the target object:
https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/particle_system.c;caf8684b5066720d4f4124092e23857dd462cb8b$4302
This is extremely bad, because it totally breaks with threaded depsgraph evaluation. Until the depsgraph can fully handle such object data <-> object data interaction (and the particle system implements it correctly) there is no way to make it work really. I would rather disable this feature entirely until we can do it right.
@SimeonConzendorf: Only thing you could try is to run Blender with 1 thread only (blender -t 1). You will still get errors due to unsynchronized particle systems, but with a bit of luck this won't be noticeable.
Added subscriber: @zeauro
It seems to work fine with only one thread. No crash.
@ Lukas : is it possible to make the feature a single threaded task until you find a solution ?
Runing Blender with 1 thread only works for me too... this is a good workaround until there's a solution. Thank you so far.
Added subscribers: @LukasTonne, @Sergey
@LukasTonne, we can add a mutex around bvh write?
Yes, that's what i'd do here. Is a crappy workound for bad code but would prevent crash ...
Can store a mutex in every psys for this purpose, doesn't have to be global.
You could have global rw mutex. Would be better than polluting storage with workarounds.
Particle storage is a mess anyway, at least a local mutex would avoid adding static vars and/or core init/free calls and keep this stuff inside psys. Also it would still allow some measure of threading of unrelated psys objects (although that probably won't matter much).
This issue was referenced by blender/blender-addons-contrib@5febb09639
This issue was referenced by
5febb09639
Changed status from 'Open' to: 'Resolved'
Closed by commit
5febb09639
.