Quick Fur particles enter in infinite loop and crash #65228

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opened 2019-05-28 10:42:36 +02:00 by Antonio Vazquez · 18 comments

Windows 10 64 bits - Compiled last source code at 28/05/2019 10:35:00

  1. Open default Cube scene
  2. Select Cube
  3. Add Quick Fur
  4. Change number of particles to 200.000

I have done some debug and I have seen the time is used in the following functions:

image.png

We have tested in two different PCs and it's only compiling the last source code, but not using the buildbot of today.

Windows 10 64 bits - Compiled last source code at 28/05/2019 10:35:00 1) Open default Cube scene 2) Select Cube 3) Add Quick Fur 4) Change number of particles to 200.000 I have done some debug and I have seen the time is used in the following functions: ![image.png](https://archive.blender.org/developer/F7074484/image.png) We have tested in two different PCs and it's only compiling the last source code, but not using the buildbot of today.
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Added subscriber: @antoniov

Added subscriber: @antoniov
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Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish
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@WilliamReynish @brecht Could you test in Mac/Linux ?

@WilliamReynish @brecht Could you test in Mac/Linux ?

Added subscribers: @OscarNebeAbad, @juang3d

Added subscribers: @OscarNebeAbad, @juang3d

I tested today's master in windows, i7-5960x, without problem:

version: 2.80 (sub 72), branch: blender2.7, commit date: 2019-05-27 19:48, hash: 89207df722

But @antoniov y @OscarNebeAbad tested the same and they get hangs

Also tested master recently build on linux mint, without trouble, in the 2990WX, it's a weird behaviour

BTW: those two are two different pc's from the ones mentioned by Antonio

I tested today's master in windows, i7-5960x, without problem: version: 2.80 (sub 72), branch: blender2.7, commit date: 2019-05-27 19:48, hash: `89207df722` But @antoniov y @OscarNebeAbad tested the same and they get hangs Also tested master recently build on linux mint, without trouble, in the 2990WX, it's a weird behaviour BTW: those two are two different pc's from the ones mentioned by Antonio
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I have seen the problem is only using "Quick Fur". If you add the particle system, set to hair and 200.000 works.

I have seen the problem is only using "Quick Fur". If you add the particle system, set to hair and 200.000 works.

I tested on today Win 64 build on i7 7700HQ, and also happens to me. Even I got 1 particle on screen if I create just 1million or 4million particles in it.

I tested on today Win 64 build on i7 7700HQ, and also happens to me. Even I got 1 particle on screen if I create just 1million or 4million particles in it.
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Added subscriber: @brecht

Added subscriber: @brecht

It seems the problem is related to children generation, when trying to generate 100.000 particles * 10 children on viewport it hangs

It seems the problem is related to children generation, when trying to generate 100.000 particles * 10 children on viewport it hangs

It seems that the same thing worked fin in 2.79, the problem seems to be related to child particles

image.png

It seems that the same thing worked fin in 2.79, the problem seems to be related to child particles ![image.png](https://archive.blender.org/developer/F7074566/image.png)

ok, so in 2.8 is also working, so this may be just the result of having faster particle creation and now having a much slower children creation, which in reality it's not slower, it's that now it's more obvious, I'm not sure, still doing some more tests though

image.png

ok, so in 2.8 is also working, so this may be just the result of having faster particle creation and now having a much slower children creation, which in reality it's not slower, it's that now it's more obvious, I'm not sure, still doing some more tests though ![image.png](https://archive.blender.org/developer/F7074620/image.png)

It seems to be related to some kind of capping, with 100.000 particles * 100 interpolated children all CPU's are being used ina multithreaded task, while with 100.000 * 10 interpolated children it seems that is not running the multithreading, so it's doing a single threaded task

100.000 * 100 inteprolated:
image.png

100.000 * 10 interpolated:
image.png

It seems to be related to some kind of capping, with 100.000 particles * 100 interpolated children all CPU's are being used ina multithreaded task, while with 100.000 * 10 interpolated children it seems that is not running the multithreading, so it's doing a single threaded task 100.000 * 100 inteprolated: ![image.png](https://archive.blender.org/developer/F7074769/image.png) 100.000 * 10 interpolated: ![image.png](https://archive.blender.org/developer/F7074776/image.png)
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke

Added subscriber: @ZedDB

Added subscriber: @ZedDB

I can't reproduce the infinite loop and crash. Is this still an issue?

I can't reproduce the infinite loop and crash. Is this still an issue?
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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Antonio Vazquez self-assigned this 2019-06-13 16:37:09 +02:00
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I think we can archive because the reason in the children particles and the number is very high. Really, this is more a ToDo to improve Child particles creation and multithreading, but not a bug.

@juang3d and I were looking at the code but we have not found the problematic lines yet.

I think we can archive because the reason in the children particles and the number is very high. Really, this is more a ToDo to improve Child particles creation and multithreading, but not a bug. @juang3d and I were looking at the code but we have not found the problematic lines yet.

Yes, I have not found the problem yet, still looking at particles code when I have some time, I would like to do some proper debug and profiling as Antonio did to find if I found the bottleneck, but I don't think it's a bug, it's just something to be improved.

Yes, I have not found the problem yet, still looking at particles code when I have some time, I would like to do some proper debug and profiling as Antonio did to find if I found the bottleneck, but I don't think it's a bug, it's just something to be improved.
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Reference: blender/blender#65228
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