Boolean modifier crashes/freezes Blender using intersect (or consumes much memory) #87795
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Reference: blender/blender#87795
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System Information
Operating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6
Blender Version
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-04-24 18:46, hash:
f7afd78b80
Worked: Last Worked in 2.92 (see video-Animation below)
Short description of error
Writing: /tmp/section.crash.txt
Segmentation fault (core dumped)
section.crash.txt
Exact steps for others to reproduce the error
**Solver:Exact
**Solver Options:Self
Image below:
section.blend
Added subscriber: @Still
Added subscriber: @filedescriptor
@Still
Please only include one issue in a single report. It seems like these are completely separate issues, so please open another report for the "3D sectioning" issue and keep this report for the crash only.
Ok, I'll separate all three issues and add them as separate issues...I'll leave this one to deal with the crash.
Boolean modifier crash using intersectto Boolean modifier crashes Blender using intersectAdded subscriber: @ankitm
Changed status from 'Needs Triage' to: 'Needs User Info'
What are the steps to get the crash ? The GIF shows the issue you show in #87866 (Boolean modifier - Intersect option - not working / artifacts while doing 3D Sectioning).
This is similar but this will CRASH Blender I attached the generated crash file this time sorry for not including it the first time.
Clearer Steps with image:
1) Open up downloaded attached file calledsection.blend (included in the above report) this file will open fine2) Change the settings to:
**Solver:Exact
**Solver Options:Self
Image below:
See attached crash file
Writing: /tmp/section.crash.txt
Segmentation fault (core dumped)
section.crash.txt
Changed status from 'Needs User Info' to: 'Needs Triage'
I'm redoing the steps in
0efb627bbd
, but so far I see memory increase only.I'll try blender 2.93 also.
I removed the info in the top level box that has been moved to other reports.
I ran blender 2.93 for about 40 minutes before killing it because it didn't crash, nor returned to usable state. Memory at the time of killing was about 24 GB for a while then.
Do you need anything else from me?
Added subscriber: @PratikPB2123
No crash here but consuming too much of memory. Also: as Ankit said, it did not return to working state.
For me 2.92 also has the same issue
Added subscribers: @howardt, @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
This does not sound right.
Here is where it hangs for me:
Will confirm for now, @howardt : could you check on this?
Boolean modifier crashes Blender using intersectto Boolean modifier crashes/freezes Blender using intersect (or consumes much memory)So I think this is just a performance bug. There are just too many self intersections, because currently I treat touching at a vertex or exactly sharing an edge as a self-intersection (of course, neither of those contribute any new geometry at the end, but the intermediate algorithms all consider them). I'm investigating further now to make sure that is really all that is going on here.
It is possible that the crash that the original reporter reported was due to running out of memory. For me, as with others here who have tested, it is just taking "forever".
Changed status from 'Confirmed' to: 'Archived'
I think there is nothing for me to fix immediately here. I believe that if I let it run for 2 hours on my machine it would finish.
The big problem is that the result of the self intersection is a monster with almost 5 million triangles, a large number of which are non-manifold. This is because the input turbine object has a very messy bottom section, with lots of non-manifold vertices and (I think) very many skinny triangles. I believe if that model were cleaned up, this boolean would work acceptably. A workaround might be to separate that messy bottom out into a separate object and leave it out of the Boolean, and then weld it in later.
I can imagine (fairly large) changes to my code that could make this case run acceptably fast, but those are long term things, not something that I would regard as a bug fix for this particular case.