Eevee animation render crash #63178
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Reference: blender/blender#63178
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{F6905693}System Information
Operating system: Windows 10 pro
Graphics card: GTX 1070 8gb
Blender Version
Broken: (example: 2.80,
edbf15d3c0
, master, 2018-11-28, as found on the splash screen)Worked: (worked on almost 4 months ago (update wise))
**When i render in eevee ,after around 30 frames when rendering PNG's at 0 compression it crashes
Wheni render .MKV format (video) it takes around 800 frames to crash
When i render Png but with Render Samples set to 100 insthead of original 500 , it takes around 50 frames to crash
might be something related to the EeveE limitations ,but its weird when it worked fine one night and it doesn't work anymore ,at 500 samples i was able to render around 800 frames with CPU+GPU
now i'm rendering with GPU and it still does crash
GPU usage is around 94% during the render itself
The file has 4 Meshes , 1 empty , 5 curves (which one is animated with a cylinder),3 lights with an HDR , most things are animated (lights ,curves, textures, nodes) the animation is around 1200 frames the peak Memory usage is around 600 M (100 samples) / 800 M (at 500 samples)
yet it still crashes**
here is the .blend file it seems that when i put at 64 samples on render ,the Crash is less frequent ,but it still happens around each few hundreds of frames
The render should be from frame 74 to frame 1249
Added subscriber: @AnubisTheMaster
2.8 RENDER CRASHto Eevee animation render crashAdded subscriber: @brecht
The frame it which it crashes is most likely random and the bug itself is unlikely to be related to the output file format.
We need exact steps to reproduce bugs, which in this case means a .blend file that crashes doing an animation render.
Note that Eevee always renders on the GPU. There is no CPU or CPU+GPU rendering, that's only for Cycles.
weird then it must have been a coincidence ,also sure i posted the .Blend file , hope it will show , keep in mind i'm constantly lowering the Samples to see whats the tolerable Crash Treshold , and seems under 32 samples is the most reliable ,but it still can Crash each amount of time
@brecht i updated the Download link with everything packed ,textures and hdrs , so it can be as accurate as possible to what i have
Added subscriber: @ZedDB
I'm getting an assert :
If I ignore that I eventually get a segfault (around frame 816 or so) when rendering the animation:
(This is with the 96MB .blend file)
Hey thank you for checking the file i hope you can figure something out even tho i can't understand code
{meme, src=itsawesome}
This comment was removed by @AnubisTheMaster
Added subscriber: @Sergey
This is a threading bug. Basically the main thread is freeing textures that are to be used by the render thread. But if this happens between the time the gpu texture is referenced for drawing and the drawing time it results in crash. The Images are strangely considered unused.
What I find strange, is that (If I remember correctly) by design the image datablock should not be the same for Rendering. But maybe they share GPUTextures at copy on write level. @Sergey any idea why?
I have a patch P954 that fixes it but involves using a global lock...
The gpu textures are freed here:
This issue was referenced by
148c0aa0fa
Changed status from 'Open' to: 'Resolved'