Page MenuHome

UDIM Texture Paint Crash
Confirmed, NormalPublicBUG


System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-10 15:30, hash: rB1cb938ef2c92
Worked: (optional)

Short description of error
1.Paint on Multiple UDIM texture cause Blender crash
2.Pack all in blend didn't work.

Exact steps for others to reproduce the error

  1. Please open the attach Blend file.
  2. The file is ready to paint.
  3. paint a stroke on the model.
  4. Blender crash.

I try to pack all texture file in the blend file . But It only pack the start of UDIM file ( 1001 ) only.


Revisions and Commits

Event Timeline

Jeroen Bakker (jbakker) changed the task status from Needs Triage to Needs Information from User.Tue, Jan 14, 9:33 AM

I cannot reproduce with the attached file. Perhaps due to missing textures.
If I still perform the steps provided it doesn't crash for me.

Please provide us with an as simple as possible blend file that shows the issue. Remove anything that is not required to check the bug.

2.Pack all in blend didn't work.
I try to pack all texture file in the blend file . But It only pack the start of UDIM file ( 1001 ) only.

This is part of T72390: Improve UDIM functionality, see D6492: Support packing UDIM textures

Philipp Oeser (lichtwerk) changed the task status from Needs Information from User to Confirmed.Tue, Jan 14, 10:16 AM
Philipp Oeser (lichtwerk) changed the subtype of this task from "Report" to "Bug".

Can confirm a crash.

@Jeroen Bakker (jbakker): since UDIMs cannot be packed atm., @Thura Thein Tin (ThuraTT) provided the files in the Texture/UDIM ER TExtures folder.
(just use File > External Data > Find Missing Files to browse to that folder, wait a bit to let the viewport update, then paint)

seems BKE_image_get_tile_from_iuser cant get an ImageTile, checking...

(doesnt seem to happen on all maps, but painting on ER.Shadowpass seems to cause a crash relyably...)

1   image_initialize_after_load               image.c            3880 0x302b2cb 
2   load_sequence_single                      image.c            3964 0x302b565 
3   image_load_sequence_file                  image.c            3990 0x302b616 
4   image_acquire_ibuf                        image.c            4810 0x302d594 
5   BKE_image_has_ibuf                        image.c            4946 0x302da32 
6   project_paint_prepare_all_faces           paint_image_proj.c 4447 0x3cd3624 
7   project_paint_begin                       paint_image_proj.c 4581 0x3cd3bdb 
8   paint_proj_new_stroke                     paint_image_proj.c 5999 0x3cd7c2b 
9   texture_paint_init                        paint_image.c      495  0x3cbaa81 
10  paint_stroke_test_start                   paint_image.c      682  0x3cbb1fd 
11  paint_stroke_modal                        paint_stroke.c     1390 0x3cdff85 
12  paint_invoke                              paint_image.c      704  0x3cbb2ac 
13  wm_operator_invoke                        wm_event_system.c  1273 0x32affdf

The problem is that project_paint_face_paint_tile says to look for tile 1003 (because corresponding uv is in that range), but BKE_image_get_tile_from_iuser doesnt find it.
Underlying problem is that the .1003 file is actually on disk, but the 1003 tile is not added in blender.

Easier repro file (along with textures):

Reminds me of the design question raised in T72734: UDIMs don't behave properly on imported geometry if it is actually necessary to add these tiles in blender as a list (in contrast to just looking on disk if the UVs are in that range) -- but this a whole different (design) question.

In order to survive (not crash), I would propose to be a bit more strict in image_quick_test to avoid problems later...

Hi, thanks for taking action my report.
I try testing the UDIM error and I found the problem.

The Problem is I can only use 4 UDIM texture.

Please follow this procedure.

  1. Unzip and open the attached blend file. ( I provide texture folder) . Please relink if missing texture.

2.I already used 4 UDIM Textures. In the shading windows please connect the emission shader to add shder 2nd slot.
3.The model turn pink because you just added the 5th UDIM texture ( It is not a missing texture)
4.To verify this please down in the shader window. I collect all UDIM texture in a frame.
5.Disconnect any of the UDIM texture from the material . The material work again.

( 4 Maximum UDIM texture work well. That is my testing . Thanks for take action to my report.)

Thura Thein Tin.

Hi @Thura Thein Tin (ThuraTT),

The Problem is I can only use 4 UDIM texture. The model turn pink because you just added the 5th UDIM texture ( It is not a missing texture)

This seems to be a separate issue, could you open another report for this? [I can sort of confirm, but it seems totally unrelated to the crash reported earlier]
Btw. the crash is already solved with D6578: Fix T73110: UDIM Texture Paint Crash, just needs another approval and then could be committed...

Ok. I will report this as a new. Thanks.