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Blender hangs closing node group
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Description

System Information
Mac OS X Yosemite 10.10.3 running on
MacBookPro8,3 with AMD Radeon HD 6750M 1024 MB VRAM (16 GB system RAM)

Blender Version
Blender 2.75-RC2

Short description of error
Blender (UI) Hangs (Beach ball/Hour glass cursor)

Exact steps for others to reproduce the error

  1. open the provided .blend file
  2. give the node editor (in the upper left of the blender window) keyboard focus by mousing over it
  3. exit the node group being edited by hitting [TAB]
  4. observer the Blender UI hang

Revisions and Commits

Event Timeline

Loren Osborn (linux_dr) raised the priority of this task from to 90.
Loren Osborn (linux_dr) updated the task description. (Show Details)
Loren Osborn (linux_dr) edited a custom field.

The .blend file I intended to attach:

Julian Eisel (Severin) lowered the priority of this task from 90 to 50.Jun 30 2015, 3:28 AM

Can confirm that here... Main thread goes up to 100%. Reason could be that there are 30 other node groups in the tree :S

Yeh... I know I'm twisting the blender node system in knots a bit with some of this stuff... I hope to add some node types eventually to make these kind of operations easier. Julian, Thank you for confirming this on another machine.

I can redo this with a 2.74 build (the arch linux package), but not in my own builds - master or 2.75rc2 (debug or release builds).

I can redo.
version 2.75 (sub 1), branch b'master', commit date b'2015-06-29' b'21:10', hash b'56ca7f3', b'Release'

Sergey Sharybin (sergey) changed the task status from Unknown Status to Unknown Status.Jun 30 2015, 9:42 PM
Sergey Sharybin (sergey) claimed this task.

@Campbell Barton (campbellbarton), guess that's because you're building without Cycles? :)

The node setup is quite insane here and current dependency builder in Cycles actually has exponential complexity depending on the shader graph layout, which is quite a case here. This is in a TODO to make shader graph compilation more robust, so would not consider it a bug. Also, you shouldn't really use such setups for shaders anyway, this is something what we've got OSL for.