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Ray Visibility shadow uncheck for an object crashes Blender
Needs Triage, NormalPublic

Description

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41

Blender Version
Broken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: rB1b8d33b18c2f
Worked: (newest version of Blender that worked as expected)

Short description of error
If i deactivate the shadow of a cloud in the Object Panel under Ray Visibilty and switch the preview to Cycles, Blender always crashes on the first sample. If under Ray Visibilty all hooks are activated, it will be rendered without any problems. I am using the latest version, but have already tried an older one, but the result is the same. I also installed the latest graphics driver and tried to change the tile size from 512 to 128, but no improvement. Once I briefly received the following error message before the crash: Launch exceeded timeout in cuCtxSynchronize()
But it can't really be due to too little vram if everything is rendered without problems, if all hooks are activated as i understand it. The problem only affects my cloud.
Here is a picture of the node group of the cloud:

I hope for a quick solution/bugfix if possible, as I urgently need this for a render that I'm currently doing.

Thanks!

Test File:



Event Timeline

Pratik Borhade (PratikPB2123) changed the task status from Needs Triage to Needs Information from User.Wed, Jul 21, 1:35 PM

@Tim Masin (Tim_97) , can you please add a simple test file?

Without the file it's hard to tell what exactly the issue is. Can you please add that? With file please also mention the step to recreate the crash.

Hello,

thanks for your reply. I have now removed everything from the file except for the cloud and even then the problem occurs if i uncheck something under Ray Visibility.
To recreate the issue, you have just to select the cloud and in the Object Panel under Ray Visibility deselect a tick such as the shadow and then go to the rendered preview.

Best Regards,
Tim

Thank you for the file. I can not reproduce the crash. Checked with 2.93.2 (rB9e64fd461ac3).

Can you please add the system info file generated from help menu? (1Help -> Save System Info`)

Also: please attach the crash logs: https://docs.blender.org/manual/en/latest/troubleshooting/crash.html#windows

Hello,

hmm strange. But Blender 2.93.2 isn´t out yet. Are you using the developer version?


I attached the system info file. But i can´t find the crash logs in the /tmp/ directory or am I doing something wrong here?

But i can´t find the crash logs in the /tmp/ directory or am I doing something wrong here

Did you start blender with blender_debug_log.cmd ?

  • open blender_debug_log (located in same directory where blender.exe is)
  • Reproduce crash. that will open windows explorer with 2 files.
  • Open blender_debug_output from these two files, you will find the path of crash.txt at very bottom of the file.
  • Find crash.txt at C:\Users\user_name\AppData\Local\Temp\ and add the file here.

Also add blender_debug_output.txt file.

2.93.2 isn´t out yet. Are you using the developer version?

No, not developer version, they are daily builds actually: https://builder.blender.org/download/daily/

Hello,

I've now done it like this and let it crash. I attached the debug file but I can't find the crash.txt file anywhere 🤔

Pratik Borhade (PratikPB2123) changed the task status from Needs Information from User to Needs Triage.Fri, Jul 23, 3:30 AM

Optix or Cuda which render engine you are using? Also, does this happen with both CPU and GPU?

I can not reproduce the crash here may be other triagers, developers will help.


System Information

Operating system : Windows-10-10.0.18362-SP0 64 Bits
Graphics card : AMD Radeon(TM) 535 ATI Technologies .

Hello,

i used Cuda but have now switched to Optix, but the same result. If I switch to CPU only, it doesn't crash immediately, but it just stops with "Path Tracing Sample 1/32" just like with GPU Compute, only that it crashes faster. When I turn on the shadows again, it renders without any problems.

Does anyone know anything else? Or could someone else try rendering the cloud without shadows? I just can´t figure out why it crashes. 😥

Hi @Tim Masin (Tim_97) , I will ask someone with NVIDIA GPU to check the issue.

Hello Patrik, many thanks!

Guess @Robert Guetzkow (rjg) has the same system.

Hi @Robert Guetzkow (rjg) , can you please check the issue?

@Pratik Borhade (PratikPB2123) Sorry, I don't really have time to fully investigate this. Not sure if this is the cause, but on Linux I'm getting a signed integer overflow:

Blender 3.0.0

/home/dev/01-data/01-git/blender-git/blender/intern/cycles/kernel/../kernel/kernel_path.h:76:47: runtime error: signed integer overflow: -1084378153 + -1084378153 cannot be represented in type 'int'
/home/dev/01-data/01-git/blender-git/blender/intern/cycles/kernel/../kernel/kernel_path.h:75:43: runtime error: signed integer overflow: 2130706432 + 1065353216 cannot be represented in type 'int'
/home/dev/01-data/01-git/blender-git/blender/intern/cycles/kernel/../kernel/kernel_volume.h:1035:28: runtime error: division by zero
blender: intern/cycles/kernel/../kernel/kernel_accumulate.h:670: ccl::float3 ccl::path_radiance_clamp_and_sum(ccl::KernelGlobals*, ccl::PathRadiance*, float*): Assertion `!"Non-finite final sum in path_radiance_clamp_and_sum!"' failed.

Blender 2.93.1

/home/dev/01-data/01-git/blender-git/blender/intern/cycles/kernel/../kernel/kernel_path.h:76:43: runtime error: signed integer overflow: 1077857987 + 1077857987 cannot be represented in type 'int'
/home/dev/01-data/01-git/blender-git/blender/intern/cycles/kernel/../kernel/kernel_volume.h:1035:28: runtime error: division by zero
blender: intern/cycles/kernel/../kernel/kernel_accumulate.h:670: ccl::float3 ccl::path_radiance_clamp_and_sum(ccl::KernelGlobals*, ccl::PathRadiance*, float*): Assertion `!"Non-finite final sum in path_radiance_clamp_and_sum!"' failed.
Aborted (core dumped)

Hello,

thanks for your answers. I finally solved it by setting the Max Steps to 64 in the Render Setting for Volume.