Particle System missing on right eye when renderd via terminal #70114
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Reference: blender/blender#70114
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System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36
Blender Version
Broken: version: 2.81 (sub 12), branch: master, commit date: 2019-09-19 20:35, hash:
c8df6f2cf9
I tested also 2.8 and it's also broken.
Short description of error
If you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).
Exact steps for others to reproduce the error
C:\Users\simeo\Desktop\blender2.8_nightly\blender.exe -b C:\Users\simeo\Desktop\bugreports\stereo_terminal_bug.blend -f 1
Here's my blendfile:
stereo_terminal_bug.blend
Here's a comparison between rendered with and without terminal:
Added subscriber: @SimeonConzendorf
#70702 was marked as duplicate of this issue
Added subscriber: @JacquesLucke
This issue only seems to affect Cycles, can you confirm that?
Yes, I can confirm, that it's a bug only in cycles.
Added subscriber: @sorinv
Added subscriber: @lpug21
I have been able to replicate this while rendering from the command line, but for a few days one of my files was having this issue while also rendering from the GUI.
My scene is complex, and is being rendered out in spherical (equirectangular) stereoscopic format. On cycles, affects both GPU and CPU render.
For anyone requiring a work-around for this bug, I have been able to successfully render from the terminal by rendering one eye at a time, and manually combining both left and right eyes into one image, after the render is complete.
Another possible workaround is the operator "make instances real". Execute, then deactivate the particle system. At least for rendering still images it worked for me, before I sent the file to our renderfarm.
Added subscribers: @bernardoiraci, @lichtwerk, @grosgood
Added subscriber: @seunggs
Any update on this?
Added subscriber: @Saulzar
We also have this problem, ran into it using a multi-view render from the terminal. From in the interface the render works fine.
Blender 2.83, Linux
Added subscriber: @GuillaumePayet
One workaround we have been using is to use emitters instead of hair, perhaps this won't work for many uses of hair but for us it seems enough.
The issue is still present in Version 3.5.1 as long as you turn on motion blur. Seems to be closely related to issue concerning curves (even if it seems to affect different blender versions). (#107589)
I think I found the issue here:
After the first view syncs the data into Cycles, it calls
BlenderSync::free_data_after_sync
, which frees the object caches (and therefore also the particle cache), but only when rendering headless.Therefore, when syncing for the second view, the depsgraph iterator in
BlenderSync::sync_objects
doesn't see the instanced object anymore, so it's skipped in the second view.To me, the obvious fix would be to only free the caches if it's the last (or only) view. However, immediately after
free_data_after_sync
, we already callBlenderSession::free_blender_memory_if_possible
if it's the last view, which also frees the caches.Therefore, I guess we might as well remove
free_data_after_sync
completely? Doing so fixes this bug, as well as #107589. Or is there a smarter way to fix this?cc @Sergey @brecht
Also fixes #73221 actually.
The original intent of the code was to minimize peak memory during render by avoiding having copies of essentially the same data on Blender and Cycles side, before even more memory is allocated for images, BVH, etc. Unfortunately, the code around it got a bit more entangled than it should have over the years. So to me it is not off the desk to take a step back, and revisit this memory saving strategy, and make it more fitting into the current Blender design.
Without going into a deeper redesigns, it does sound correct to only make it so
free_data_after_sync
is run after the last synchronized view (maybe it can happen prior tobuiltin_images_load
?). However, it does not sound correct that we can simply removefree_data_after_sync
, becausefree_blender_memory_if_possible
only saves memory in headless memory, whilefree_data_after_sync
can save memory in UI as well.What I've also noticed is that
b_ob.cache_release()
does not seem to do things fully properly. It goes toBKE_object_free_caches
, which frees some runtime memory, and tags object. However, tagging is supposed to happen on the original ID, not on the evaluated ID. So that could be the reason why there are more reports which do not use particles yet suffer from the same memory saving code. So maybe we can somehow properly tag objects for recalc, and keep peak memory low even when multiple views are rendered?@Sergey Good point about the tagging - changing it to use
DEG_get_original_object
and tag the original object fixes #73221, but not the other two. On the other hand, !120543 fixes all three even without the tagging change. Do you think it still makes sense to change the tagging?@LukasStockner I think it makes sense to fix the tagging, just to avoid things left in a inconsistent state, preventing other scenarios from accessing incorrect data.
The tricky part is the thread-safety. If someone deletes an object, doing
DEG_get_original_object
could lead to de-referencing freed memory. I don't think it is something that could happen currently because the free-caches is only used when the interface is locked, but it worth adding a warning comment around the function about it.