Crash during rendering of animation #81183

Closed
opened 2020-09-25 22:42:41 +02:00 by michael campbell · 19 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06

Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-24 19:43, hash: 0106e17f07
Worked: (newest version of Blender that worked as expected)

Short description of error
Crashes during rendering of animation every time. The frame number is random. OIDN comp node memory leak?

ctrl + f12 to test.

blender_system_info.txt

blender_debug_output.txt

balls.blend

balls.crash.txt

!!Triaging Note:!! Both the balls and the sphere's compositing stack traces are identical (except memory location of course).

Stack trace:
blender.exe         :0x00007FF6B5B4B120  GPU_texture_mipmap_mode
blender.exe         :0x00007FF6B1F64370  image_get_gpu_texture
blender.exe         :0x00007FF6B21BA130  image_cache_image
blender.exe         :0x00007FF6B21B9FF0  IMAGE_cache_init
blender.exe         :0x00007FF6B2182020  drw_engines_cache_init
blender.exe         :0x00007FF6B217E700  DRW_draw_render_loop_2d_ex
blender.exe         :0x00007FF6B274DFB0  image_main_region_draw
blender.exe         :0x00007FF6B23CA5F0  ED_region_do_draw
blender.exe         :0x00007FF6B20B5870  wm_draw_window_offscreen
blender.exe         :0x00007FF6B20B56C0  wm_draw_window
blender.exe         :0x00007FF6B20B51C0  wm_draw_update
blender.exe         :0x00007FF6B20927E0  WM_main
blender.exe         :0x00007FF6B1E19650  main
blender.exe         :0x00007FF6B6160398  __scrt_common_main_seh
KERNEL32.DLL        :0x00007FFCF5167BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFCF5ECCE30  RtlUserThreadStart

While this report doesn't involve 2 scenes like T84438 and T84324, it does have 2 layers.

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06 **Blender Version** Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-24 19:43, hash: `0106e17f07` Worked: (newest version of Blender that worked as expected) **Short description of error** Crashes during rendering of animation every time. The frame number is random. OIDN comp node memory leak? ctrl + f12 to test. [blender_system_info.txt](https://archive.blender.org/developer/F8921574/blender_system_info.txt) [blender_debug_output.txt](https://archive.blender.org/developer/F8921573/blender_debug_output.txt) [balls.blend](https://archive.blender.org/developer/F8921585/balls.blend) [balls.crash.txt](https://archive.blender.org/developer/F8921620/balls.crash.txt) !!**Triaging Note:**!! Both the `balls` and the `sphere's compositing` stack traces are identical (except memory location of course). ```lines Stack trace: blender.exe :0x00007FF6B5B4B120 GPU_texture_mipmap_mode blender.exe :0x00007FF6B1F64370 image_get_gpu_texture blender.exe :0x00007FF6B21BA130 image_cache_image blender.exe :0x00007FF6B21B9FF0 IMAGE_cache_init blender.exe :0x00007FF6B2182020 drw_engines_cache_init blender.exe :0x00007FF6B217E700 DRW_draw_render_loop_2d_ex blender.exe :0x00007FF6B274DFB0 image_main_region_draw blender.exe :0x00007FF6B23CA5F0 ED_region_do_draw blender.exe :0x00007FF6B20B5870 wm_draw_window_offscreen blender.exe :0x00007FF6B20B56C0 wm_draw_window blender.exe :0x00007FF6B20B51C0 wm_draw_update blender.exe :0x00007FF6B20927E0 WM_main blender.exe :0x00007FF6B1E19650 main blender.exe :0x00007FF6B6160398 __scrt_common_main_seh KERNEL32.DLL :0x00007FFCF5167BC0 BaseThreadInitThunk ntdll.dll :0x00007FFCF5ECCE30 RtlUserThreadStart ``` While this report doesn't involve 2 scenes like T84438 and T84324, it does have 2 layers.

Added subscriber: @3di

Added subscriber: @3di
michael campbell changed title from Crash during rendering to Crash during rendering of animation 2020-09-25 22:43:21 +02:00

Just tried again with the latest Nvidia Driver:

blender_system_info.txt

blender_debug_output.txt

balls.crash.txt

Just tried again with the latest Nvidia Driver: [blender_system_info.txt](https://archive.blender.org/developer/F8921839/blender_system_info.txt) [blender_debug_output.txt](https://archive.blender.org/developer/F8921840/blender_debug_output.txt) [balls.crash.txt](https://archive.blender.org/developer/F8921842/balls.crash.txt)
Member

Added subscriber: @EAW

Added subscriber: @EAW
Member

Hi @3di, thanks for the report. I am looking to see if this is tied into some other recent reports, which is the reason for the note below.

!!Triaging Note:!! Another GeForce GTX 1070 and Driver version 45X.XX crash, but this stack trace doesn't match the others as OIDN isn't checked on in the viewport. However, there are OIDN nodes in the compositor.

Hi @3di, thanks for the report. I am looking to see if this is tied into some other recent reports, which is the reason for the note below. !!**Triaging Note:**!! Another GeForce GTX 1070 and Driver version 45X.XX crash, but this stack trace doesn't match the others as OIDN isn't checked on in the viewport. However, there are OIDN nodes in the compositor.

Just checked and I was able to render all the way through with the OIDN comp nodes muted.

Just checked and I was able to render all the way through with the OIDN comp nodes muted.

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Can confirm, Crash occured on frame 3, not sure if this is random though,

Exception thrown: read access violation. tex_ was nullptr

>	blender.exe!GPU_texture_mipmap_mode(GPUTexture * tex_, bool use_mipmap, bool use_filter) Line 483	C++

 	blender.exe!image_get_gpu_texture(Image * ima, ImageUser * iuser, ImBuf * ibuf, eGPUTextureTarget textarget) Line 368	C
 	[Inline Frame] blender.exe!image_gpu_texture_get(Image *) Line 111	C
 	blender.exe!image_cache_image(IMAGE_Data * vedata, Image * image, ImageUser * iuser, ImBuf * ibuf) Line 129	C
 	blender.exe!IMAGE_cache_init(void * ved) Line 240	C
 	blender.exe!drw_engines_cache_init() Line 1019	C
 	blender.exe!DRW_draw_render_loop_2d_ex(Depsgraph * depsgraph, ARegion * region, GPUViewport * viewport, const bContext * evil_C) Line 2060	C
 	blender.exe!image_main_region_draw(const bContext * C, ARegion * region) Line 671	C
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 535	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 871	C
 	blender.exe!wm_draw_update(bContext * C) Line 1072	C
 	blender.exe!WM_main(bContext * C) Line 489	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 535	C
 	[External Code]	
Can confirm, Crash occured on frame 3, not sure if this is random though, `Exception thrown: read access violation. tex_ was nullptr` ``` > blender.exe!GPU_texture_mipmap_mode(GPUTexture * tex_, bool use_mipmap, bool use_filter) Line 483 C++ blender.exe!image_get_gpu_texture(Image * ima, ImageUser * iuser, ImBuf * ibuf, eGPUTextureTarget textarget) Line 368 C [Inline Frame] blender.exe!image_gpu_texture_get(Image *) Line 111 C blender.exe!image_cache_image(IMAGE_Data * vedata, Image * image, ImageUser * iuser, ImBuf * ibuf) Line 129 C blender.exe!IMAGE_cache_init(void * ved) Line 240 C blender.exe!drw_engines_cache_init() Line 1019 C blender.exe!DRW_draw_render_loop_2d_ex(Depsgraph * depsgraph, ARegion * region, GPUViewport * viewport, const bContext * evil_C) Line 2060 C blender.exe!image_main_region_draw(const bContext * C, ARegion * region) Line 671 C blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 535 C blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732 C blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 871 C blender.exe!wm_draw_update(bContext * C) Line 1072 C blender.exe!WM_main(bContext * C) Line 489 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 535 C [External Code] ```

anyone looking at this? Blender hard crashing with no log during animations again today.

anyone looking at this? Blender hard crashing with no log during animations again today.

This time it created a log. I've tried running today's daily build at factory defaults and the same issue is happening. Tried to render this animation 5 times now and it's crashing each time. Maybe this should be escalated? Seems quite severe not being able to render animations.

blender_debug_output.txt

blender_system_info.txt

spheres compositing.crash.txt

This time it created a log. I've tried running today's daily build at factory defaults and the same issue is happening. Tried to render this animation 5 times now and it's crashing each time. Maybe this should be escalated? Seems quite severe not being able to render animations. [blender_debug_output.txt](https://archive.blender.org/developer/F8965966/blender_debug_output.txt) [blender_system_info.txt](https://archive.blender.org/developer/F8965967/blender_system_info.txt) [spheres compositing.crash.txt](https://archive.blender.org/developer/F8965969/spheres_compositing.crash.txt)

I think it might be something to do with the file saving, because in my scene I have a file output node in the compositor which is writing a multilayer exr (only 3 layers), and the main output settings are writing out a jpg sequence. I just tried changing the jpg sequence to a ffmpeg video, and it was able to make it to 146 out of 300 frames, whereas when it was set to jpg sequence it was crashing every time within the first 50 frames.

Can't share the file (already shared one anyway), but basically it's a particle system scattering objects over a displaced plane, a cube with principled volume bsdf, sun and spotlight, two view layers so I can render the volume and spheres seperately. In the compositor it then has 4 denoise nodes which denoise the glossy direct, glossy indirect, volume direct, volume indirect, adds them appropriately and then saves to a multilayer full float the denoised combined and multipled glossy passes, the denoised and combined volume passes, and the undenoised combined volume passes.

I think it might be something to do with the file saving, because in my scene I have a file output node in the compositor which is writing a multilayer exr (only 3 layers), and the main output settings are writing out a jpg sequence. I just tried changing the jpg sequence to a ffmpeg video, and it was able to make it to 146 out of 300 frames, whereas when it was set to jpg sequence it was crashing every time within the first 50 frames. Can't share the file (already shared one anyway), but basically it's a particle system scattering objects over a displaced plane, a cube with principled volume bsdf, sun and spotlight, two view layers so I can render the volume and spheres seperately. In the compositor it then has 4 denoise nodes which denoise the glossy direct, glossy indirect, volume direct, volume indirect, adds them appropriately and then saves to a multilayer full float the denoised combined and multipled glossy passes, the denoised and combined volume passes, and the undenoised combined volume passes.

OK scrap that. I've just sat and watched it closely to see at what stage it crashes. It saves files fine, then it crashes halfway through rendering the first view layer of the next frame. So it's nothing to do with denoising or file saving.

OK scrap that. I've just sat and watched it closely to see at what stage it crashes. It saves files fine, then it crashes halfway through rendering the first view layer of the next frame. So it's nothing to do with denoising or file saving.

hmm, i've just noticed something else. The first time this file crashed, even though auto save was set to every 2 mins, there was no auto saves for around about 1 hour prior to the crash. So possibly it's auto save related?

hmm, i've just noticed something else. The first time this file crashed, even though auto save was set to every 2 mins, there was no auto saves for around about 1 hour prior to the crash. So possibly it's auto save related?

This comment was removed by @3di

*This comment was removed by @3di*
Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Member

I am not able to reproduce this after 7a005fb7d1. @3di can you check with a latest build tomorrow?

I am not able to reproduce this after 7a005fb7d172ba73936ad263aabd2ed7e4392688. @3di can you check with a latest build tomorrow?

No longer crashing. Great work, thanks.

No longer crashing. Great work, thanks.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Evan Wilson self-assigned this 2021-02-18 22:52:51 +01:00
Member

Just saw that this was still open.
Closing as resolved.

Just saw that this was still open. Closing as resolved.
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