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Crashing after baking ( or clearing and baking ) simple smoke sim
Closed, ResolvedPublic

Description

System Information
Windows 10, GTX 1070

Blender Version
Broken: Blender 2.8 Alpha 2, 74737091c00

Short description of error

Blender crashes either the first time baking, or after a few bake, clear and re-bakes.

Exact steps for others to reproduce the error

  1. Start a new Scene
  2. Select the default cube ( probably already selected )
  3. Open the Physics Tab
  4. Select "Smoke" and Type "Domain"
  1. Shift A and add a UV Sphere
  2. In the Physics Tab, select "Smoke" and "Flow"
  1. Reselect the Cube, and go to the Cache tab in the Physics section

Note that the buttons for caching can't be selected until you save.

  1. Save the scene
  2. Select "Bake"

If Blender doesn't crash...

  1. Select "Free All Bakes"
  2. GOTO 9 :)

I've attached the simple .blend file, start at 9) if you're using it.

Details

Type
Bug

Event Timeline

Also happens when baking hair dynamics or soft body physics. I get an immediate crash when pressing the "bake" button.

Tested on Blender 2.8 c4c62e6df55, Windows 10, GTX Titan X

Philipp Oeser (lichtwerk) triaged this task as Confirmed, Medium priority.

Confirmed.
Not sure this is a leftover from T56352, needs further investigation...

1  customdata_typemap_is_valid                                                                                                                                                                               customdata.c    1421 0x26fafc3      
2  CustomData_get_layer_index                                                                                                                                                                                customdata.c    1618 0x26fb84b      
3  CustomData_has_layer                                                                                                                                                                                      customdata.c    1999 0x26fd2a2      
4  mesh_calc_modifiers                                                                                                                                                                                       DerivedMesh.c   1593 0x267cde4      
5  mesh_build_data                                                                                                                                                                                           DerivedMesh.c   1992 0x267ea04      
6  makeDerivedMesh                                                                                                                                                                                           DerivedMesh.c   2097 0x267ee40      
7  BKE_object_handle_data_update                                                                                                                                                                             object_update.c 213  0x280b8ba      
8  BKE_object_eval_uber_data                                                                                                                                                                                 object_update.c 342  0x280be9c      
9  std::__invoke_impl<void, void ( *&)(Depsgraph *, Scene *, Object *), Depsgraph *, Scene *&, Object *&>                                                                                                    invoke.h        60   0x2bf620a      
10 std::__invoke<void ( *&)(Depsgraph *, Scene *, Object *), Depsgraph *, Scene *&, Object *&>                                                                                                               invoke.h        95   0x2bf4f66      
11 std::_Bind<void ( *(std::_Placeholder<1>, Scene *, Object *))(Depsgraph *, Scene *, Object *)>::__call<void, Depsgraph *&&, 0ul, 1ul, 2ul>(std::tuple<Depsgraph *&&>&&, std::_Index_tuple<0ul, 1ul, 2ul>) functional      400  0x2bf3b22      
12 std::_Bind<void ( *(std::_Placeholder<1>, Scene *, Object *))(Depsgraph *, Scene *, Object *)>::operator()<Depsgraph *, void>(Depsgraph *&&)                                                              functional      484  0x2bf1e51      
13 std::_Function_handler<void (Depsgraph *), std::_Bind<void ( *(std::_Placeholder<1>, Scene *, Object *))(Depsgraph *, Scene *, Object *)>>::_M_invoke(std::_Any_data const&, Depsgraph *&&)               std_function.h  297  0x2bef463      
14 std::function<void (Depsgraph *)>::operator()(Depsgraph *) const                                                                                                                                          std_function.h  687  0x2c06379      
15 DEG::deg_task_run_func                                                                                                                                                                                    deg_eval.cc     94   0x2c05b0c      
16 task_scheduler_thread_run                                                                                                                                                                                 task.c          441  0x2bc9a9f      
17 start_thread                                                                                                                                                                                                                   0x7ffff4cc958e 
18 clone                                                                                                                                                                                                                          0x7ffff4bf0513

Hi Brecht,

It would be great if the results of the last baked frame could be seen as the timeline is updating ( so that the artist could proof the results as baking is taking place, so that they can cancel and re-do ).

Currently they would have to wait until the end of the bake, and then play, to see the results.

@Mal Duffin (mal_cando), agreed, but at the moment we are focusing on getting physics functional to 2.79 level. Seeing the baked results update requires deeper changes.