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Blender Crash when toggling object visibility Holdout.
Confirmed, NormalPublicBUG

Description

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.5.1 27.20.1017.1011

Blender Version
Broken: version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: rB0330d1af29c0
Worked: Not sure, file created with 2.83 but not tested this scenario at this moment (EDIT: working well in 2.83.5)

Short description of error
Blender crashes if you toggle the holdout option from the visibility tab in the object settings when the viewport its in rendered shading

Exact steps for others to reproduce the error

  • Open the attached file.
  • Toggle off the Holdout button in the visibility tab, from the object properties
  • Nothing happens....
  • Change the viewport to Rendered
  • Toggle again holdout
  • Blender crashes

Event Timeline

Germano Cavalcante (mano-wii) changed the task status from Needs Triage to Confirmed.Wed, Sep 2, 11:25 PM
Germano Cavalcante (mano-wii) changed the subtype of this task from "Report" to "Bug".

I can confirm in a Release build.

Exception thrown at 0x00007FF6F3B0CD68 in blender.exe: 0xC0000005: Access violation reading location 0x0000028812499524.
 	blender.exe!embree::avx::TriangleMi<4>::loadTriangle(int,class embree::Scene const * const)	C++
 	blender.exe!embree::avx::BVHNIntersector1<4,1,1,struct embree::avx::ArrayIntersector1<struct embree::avx::TriangleMiIntersector1Pluecker<4,4,1> > >::intersect(struct embree::Accel::Intersectors const *,struct embree::RayHitK<1> &,struct embree::IntersectContext *)	C++
 	blender.exe!embree::avx2::InstanceIntersector1::intersect(struct embree::avx2::InstanceIntersector1::Precalculations const &,struct embree::RayHitK<1> &,struct embree::IntersectContext *,struct embree::InstancePrimitive const &)	C++
 	blender.exe!embree::avx2::BVHNIntersector1<4,1,0,struct embree::avx2::ArrayIntersector1<struct embree::avx2::InstanceIntersector1> >::intersect(struct embree::Accel::Intersectors const *,struct embree::RayHitK<1> &,struct embree::IntersectContext *)	C++
 	blender.exe!rtcIntersect1()	C++
>	blender.exe!ccl::scene_intersect(ccl::KernelGlobals * kg, const ccl::Ray * ray, const unsigned int visibility, ccl::Intersection * isect) Line 208	C++
 	blender.exe!ccl::kernel_path_scene_intersect(ccl::KernelGlobals * kg, ccl::PathState * state, ccl::Ray * ray, ccl::Intersection * isect, ccl::PathRadiance * L) Line 72	C++
 	blender.exe!ccl::kernel_path_integrate(ccl::KernelGlobals * kg, ccl::PathState * state, ccl::float3 throughput, ccl::Ray * ray, ccl::PathRadiance * L, float * buffer, ccl::ShaderData * emission_sd) Line 533	C++
 	blender.exe!ccl::kernel_path_trace(ccl::KernelGlobals * kg, float * buffer, int sample, int x, int y, int offset, int stride) Line 694	C++
 	blender.exe!ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals * kg, float * buffer, int sample, int x, int y, int offset, int stride) Line 99	C++
 	blender.exe!ccl::CPUDevice::render(ccl::DeviceTask & task, ccl::RenderTile & tile, ccl::KernelGlobals * kg) Line 914	C++
 	blender.exe!ccl::CPUDevice::thread_render(ccl::DeviceTask & task) Line 1268	C++
 	blender.exe!ccl::CPUDevice::task_add::__l15::<lambda>() Line 1408	C++
 	blender.exe!tbb::internal::function_task<std::function<void __cdecl(void)>>::execute() Line 1049	C++
 	[External Code]