Page MenuHome

Eevee crashes with motion blur and displacement modifier
Closed, ResolvedPublic

Description

System Information
Operating system: Linux-5.11.15-arch1-2-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.24.02

Blender Version
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-04-17 19:55, hash: rB4bce9c5283e5
Worked: Unknown

Short description of error
Eevee crashes with Blender when rendering motion blur and Displacement modifier

Exact steps for others to reproduce the error

  1. Make sure Eevee is selected as render engine and enable Motion Blur with Steps set to 16
  2. Create a simple object with the following modifiers: Solidify; Subdivision; and Displacement
  3. Make sure to add a procedural texture to Displacement, such as Clouds
  4. Add fast animation to the simple object you created with rotations and translation
  5. Render either from interface, or command line
  6. It should crash either right after the first frame renders, or a few frames later with a Segmentation Fault and a /tmp/crash.txt

Note that removing the displacement modifier alleviates the issue, thus far. It's unclear if any other modifiers result in the same sort of crash.

Please, see the following file to replicate the problem.

Event Timeline

Pratik Borhade (PratikPB2123) changed the task status from Needs Triage to Needs Information from User.Wed, Apr 28, 4:03 PM

Hi @Haig Petrus (hpetrus), Can you test the problem again with 3.0.0 build.

Commit rBc4bebc03e0e7af0b6fe31c9751b81635645bd547 probably fixes your issue.

I just tried with the 3.0.0 hash rBac6f6d218cd8 and it still crashes during the first frame render. Before, it would crash on the second frame. Here's the dump:

# Blender 3.0.0, Commit date: 2021-04-27 19:42, Hash ac6f6d218cd8
bpy.context.space_data.context = 'MODIFIER'  # Property
bpy.context.object.modifiers["Subdivision"].show_render = True  # Property
bpy.context.object.modifiers["Displace"].show_render = True  # Property
bpy.context.object.modifiers["Displace.001"].show_render = True  # Property
bpy.context.object.modifiers["Displace.002"].show_render = True  # Property
bpy.context.space_data.context = 'OUTPUT'  # Property
bpy.context.scene.frame_start = 20  # Property

# backtrace
./blender(BLI_system_backtrace+0x20) [0xa5b8410]
./blender() [0xf71c0b]
/usr/lib/libc.so.6(+0x3cf80) [0x7f233eaccf80]
/usr/lib/libnvidia-glcore.so.465.24.02(+0xf8c312) [0x7f2321ab3312]
/usr/lib/libnvidia-glcore.so.465.24.02(+0xc95edb) [0x7f23217bcedb]
/usr/lib/libnvidia-glcore.so.465.24.02(+0xb8721d) [0x7f23216ae21d]
/usr/lib/libnvidia-glcore.so.465.24.02(+0xb87f88) [0x7f23216aef88]
/usr/lib/libnvidia-glcore.so.465.24.02(+0xb89181) [0x7f23216b0181]
/usr/lib/libnvidia-glcore.so.465.24.02(+0xf5c883) [0x7f2321a83883]
/usr/lib/libnvidia-glcore.so.465.24.02(+0xb9acae) [0x7f23216c1cae]
./blender(_ZN7blender3gpu7GLBatch4drawEiiii+0x7f) [0x8697d3f]
./blender(_ZN7blender3gpu10GLDrawList6submitEv+0x185) [0x869ae55]
./blender() [0x147c4fa]
./blender() [0x147d332]
./blender(DRW_draw_pass+0x1f) [0x147de7f]
./blender(EEVEE_draw_effects+0x21d) [0x14de9dd]
./blender(EEVEE_render_draw+0x4d9) [0x1491509]
./blender() [0x1482f3b]
./blender(DRW_render_to_image+0x19d) [0x147560d]
./blender() [0x80af90d]
./blender(RE_engine_render+0x214) [0x80b0354]
./blender() [0x80b3ec7]
./blender() [0x80b6e70]
./blender(RE_RenderAnim+0x29c) [0x80b799c]
./blender() [0x25feebc]
./blender() [0x133cd32]
/usr/lib/libpthread.so.0(+0x9299) [0x7f233efab299]
/usr/lib/libc.so.6(clone+0x43) [0x7f233eb8f053]

# Python backtrace

In Blender 2.93 beta hash 48bbeaf38304, it appears to be fixed. Just checked now. I'll keep an eye on it since I'm rendering with lots of procedural things going on with motion blur and DOF all over the place. Thanks for being on top of this.

Thanks for testing it again.

In Blender 2.93 beta hash 48bbeaf38304, it appears to be fixed.

Great! Since the problem is fixed, will it fine for you if I close the task??

I think so. As I said: I'll be keeping an eye on it since I'm making judicious use of modifiers with motion blur and DOF in Eevee. If anything changes, I'll bring it up. It's working now, so let's consider the matter closed.

okay, feel free to create new report if you find any issue. Thanks for the report again!