Crash with Blackbody node in Base Color and Emission Color input #82673

Closed
opened 2020-11-12 23:28:55 +01:00 by Bernhard Engstler · 10 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71

Blender Version
Broken: version: 2.91.0 Beta, branch: master, commit date: 2020-11-11 21:24, hash: b99faa0f56
Worked: I haven't tried earlier versions yet

Short description of error
Connecting a blackbody node to the base color and emission color of a principled BSDF and sliding the emission strength to the left (0) and releasing the mouse button crashes blender (cycles viewport rendering).

Console error:
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF79839CB12
Module : blender.exe
Thread : 00000dec

crash.txt blender.crash.txt

Exact steps for others to reproduce the error
Open default scene, go to shading workspace, select cycles renderer in rendering options, activate rendered viewport shading.
Connect a Blackbody node to Base Color and Emission Color. Increase the emission strength by sliding it way to the right. Slide it back to left (0 emission) and release the mouse button.
I think it also happened once when doing the same with the roughness slider, same node setup.
Blender2.91_BlackbodyBug.jpg

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 **Blender Version** Broken: version: 2.91.0 Beta, branch: master, commit date: 2020-11-11 21:24, hash: `b99faa0f56` Worked: I haven't tried earlier versions yet **Short description of error** Connecting a blackbody node to the base color and emission color of a principled BSDF and sliding the emission strength to the left (0) and releasing the mouse button crashes blender (cycles viewport rendering). Console error: Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF79839CB12 Module : blender.exe Thread : 00000dec crash.txt [blender.crash.txt](https://archive.blender.org/developer/F9269400/blender.crash.txt) **Exact steps for others to reproduce the error** Open default scene, go to shading workspace, select cycles renderer in rendering options, activate rendered viewport shading. Connect a Blackbody node to Base Color and Emission Color. Increase the emission strength by sliding it way to the right. Slide it back to left (0 emission) and release the mouse button. I think it also happened once when doing the same with the roughness slider, same node setup. ![Blender2.91_BlackbodyBug.jpg](https://archive.blender.org/developer/F9269418/Blender2.91_BlackbodyBug.jpg)

Added subscriber: @B_Engstler

Added subscriber: @B_Engstler

Added subscriber: @iss

Added subscriber: @iss

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

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

Can not reproduce this in 2.91, in 2.92 crash happened on second attempt when sliding emmision strength value.
I still set to high prio to be on safe side.

I got crash in:

Main:

 	[External Code]	
>	blender.exe!wm_window_process_events(const bContext * C) Line 1605	C

 	blender.exe!WM_main(bContext * C) Line 635	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 527	C
 	[External Code]	

Thread (crashed):

 	ntdll.dll!00007ffdc676ecb2()	Unknown
 	ntdll.dll!00007ffdc6777a72()	Unknown
 	ntdll.dll!00007ffdc6777d5a()	Unknown
 	ntdll.dll!00007ffdc677d991()	Unknown
 	ntdll.dll!00007ffdc67160dc()	Unknown
 	ntdll.dll!00007ffdc6685d21()	Unknown
 	ucrtbase.dll!00007ffdc3f3e97b()	Unknown
>	[Inline Frame] blender.exe!std::_Deallocate(void * _Ptr, unsigned __int64 _Bytes) Line 221	C++

 	[Inline Frame] blender.exe!std::allocator<char>::deallocate(char * const _Count, const unsigned __int64) Line 803	C++
 	[Inline Frame] blender.exe!std::string::_Tidy_deallocate() Line 4305	C++
 	[Inline Frame] blender.exe!std::string::{dtor}() Line 2723	C++
 	blender.exe!ccl::Session::update_status_time(bool show_pause, bool show_done) Line 1093	C++
 	blender.exe!ccl::Session::release_tile(ccl::RenderTile & rtile, const bool need_denoise) Line 617	C++
 	[Inline Frame] blender.exe!std::_Func_class<void,ccl::RenderTile &>::operator()(ccl::RenderTile &) Line 951	C++
 	blender.exe!ccl::CPUDevice::thread_render(ccl::DeviceTask & task) Line 1298	C++
 	blender.exe!ccl::CPUDevice::thread_run(ccl::DeviceTask & task) Line 552	C++
 	[External Code]	
 	[Inline Frame] blender.exe!std::_Func_class<void>::operator()() Line 951	C++
 	blender.exe!tbb::internal::function_task<std::function<void __cdecl(void)>>::execute() Line 1049	C++
 	[External Code]	
Can not reproduce this in 2.91, in 2.92 crash happened on second attempt when sliding emmision strength value. I still set to high prio to be on safe side. I got crash in: Main: ``` [External Code] > blender.exe!wm_window_process_events(const bContext * C) Line 1605 C blender.exe!WM_main(bContext * C) Line 635 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 527 C [External Code] ``` Thread (crashed): ``` ntdll.dll!00007ffdc676ecb2() Unknown ntdll.dll!00007ffdc6777a72() Unknown ntdll.dll!00007ffdc6777d5a() Unknown ntdll.dll!00007ffdc677d991() Unknown ntdll.dll!00007ffdc67160dc() Unknown ntdll.dll!00007ffdc6685d21() Unknown ucrtbase.dll!00007ffdc3f3e97b() Unknown > [Inline Frame] blender.exe!std::_Deallocate(void * _Ptr, unsigned __int64 _Bytes) Line 221 C++ [Inline Frame] blender.exe!std::allocator<char>::deallocate(char * const _Count, const unsigned __int64) Line 803 C++ [Inline Frame] blender.exe!std::string::_Tidy_deallocate() Line 4305 C++ [Inline Frame] blender.exe!std::string::{dtor}() Line 2723 C++ blender.exe!ccl::Session::update_status_time(bool show_pause, bool show_done) Line 1093 C++ blender.exe!ccl::Session::release_tile(ccl::RenderTile & rtile, const bool need_denoise) Line 617 C++ [Inline Frame] blender.exe!std::_Func_class<void,ccl::RenderTile &>::operator()(ccl::RenderTile &) Line 951 C++ blender.exe!ccl::CPUDevice::thread_render(ccl::DeviceTask & task) Line 1298 C++ blender.exe!ccl::CPUDevice::thread_run(ccl::DeviceTask & task) Line 552 C++ [External Code] [Inline Frame] blender.exe!std::_Func_class<void>::operator()() Line 951 C++ blender.exe!tbb::internal::function_task<std::function<void __cdecl(void)>>::execute() Line 1049 C++ [External Code] ```

I wanted to create test file, but I can't reproduce anymore, so we may be missing some necessary steps here.

I wanted to create test file, but I can't reproduce anymore, so we may be missing some necessary steps here.

Added subscriber: @kevindietrich

Added subscriber: @kevindietrich

I am consistently getting crashes here in master, all I have to do is plug the blackbody node into the Emission socket of the principled node, and setting the strength to 0. Apparently the graph is removing the Emission input as an optimization (in PrincipledBsdfNode::expand) event though it was not disconnected. There is also no need to plug the blackbody node to two sockets, just in the Emission one appears to be enough.

In debug builds, this assertion is triggered:

blender: intern/cycles/render/graph.cpp:151: void ccl::ShaderNode::remove_input(ccl::ShaderInput*): Assertion `input->link == NULL' failed.
I am consistently getting crashes here in master, all I have to do is plug the blackbody node into the Emission socket of the principled node, and setting the strength to 0. Apparently the graph is removing the Emission input as an optimization (in PrincipledBsdfNode::expand) event though it was not disconnected. There is also no need to plug the blackbody node to two sockets, just in the Emission one appears to be enough. In debug builds, this assertion is triggered: ``` blender: intern/cycles/render/graph.cpp:151: void ccl::ShaderNode::remove_input(ccl::ShaderInput*): Assertion `input->link == NULL' failed. ```

In #82673#1053766, @iss wrote:
I wanted to create test file, but I can't reproduce anymore, so we may be missing some necessary steps here.

I tried again today, and interestingly it did not happen as often and had to try several times (up to ~10x). Here ist the blend file (if still relevant).
EmissionBug.blend
Exact steps:

  1. Enable rendered viewport shading (cycles should be already enabled as render engine)
  2. Connect blackbody node to emission color socket of Principled BSDF - crashes sometimes (emission strength is set to 0 already in Principled)
  3. Disconnect and reconnect the blackbody node until it crashes - or
  4. Increase emission strength and decrease to 0 repeatedly until it crashes
  5. It even happened once when I reduced roughness to 0

I observed that it crashes when it says something like "updating shaders" in the viewport.

> In #82673#1053766, @iss wrote: > I wanted to create test file, but I can't reproduce anymore, so we may be missing some necessary steps here. I tried again today, and interestingly it did not happen as often and had to try several times (up to ~10x). Here ist the blend file (if still relevant). [EmissionBug.blend](https://archive.blender.org/developer/F9277952/EmissionBug.blend) Exact steps: 1. Enable rendered viewport shading (cycles should be already enabled as render engine) 2. Connect blackbody node to emission color socket of Principled BSDF - crashes sometimes (emission strength is set to 0 already in Principled) 3. Disconnect and reconnect the blackbody node until it crashes - or 4. Increase emission strength and decrease to 0 repeatedly until it crashes 5. It even happened once when I reduced roughness to 0 I observed that it crashes when it says something like "updating shaders" in the viewport.

This issue was referenced by 457d537fe4

This issue was referenced by 457d537fe4f33cfb16e5672404aa9f87797d9d23

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Brecht Van Lommel self-assigned this 2020-11-16 19:30:36 +01:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#82673
No description provided.