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Volume Object crash is back... this time with NanoVDB
Closed, ResolvedPublic

Description

System Information
Operating system: Linux-5.8.0-25-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.32.00

Blender Version
Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-08 15:12, hash: rB39012146e142 <- Own compile with NanoVDB
Worked: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-08 15:12, hash: rB39012146e142 <- Own compile without NanoVDB

Short description of error
Some days ago I reported a crash bug that got fixed here: https://developer.blender.org/rB6a2a6fa5143e7b115c47b8e2ef4787f569c670df
But I noticed that with my builds it still crashes while the Buildbot builds are stable.
I then recompiled a build without the (still unsuppported?) NanoVDB and it's as stable as the one from the Buildbot. So, is this even a "legal" bug report? If not, just ignore it.
BTW this crash only seem to be happening when a VDB is involved in opposite to the one I reported before where a simple Volume Object would crash Blender. It now also takes a frame change to cause the crash.

Exact steps for others to reproduce the error

  • Download and extract the ZIP

  • Open the Blend file and press Z + up (or whatever way you prefer to start preview render in the viewport).
  • Use the mouse to click around in the timeline to change the current frame. I noticed that when you use the right and left arrow key it's much harder to crash Blender.
  • It only crashes with builds using the NanoVDB option, at least as far as I tested it.

Event Timeline

Now that NanoVDB is enabled by default, this bug will hopefully be confirmed as soon as the Buildbots are updated tonight.

Richard Antalik (ISS) changed the task status from Needs Triage to Confirmed.Nov 10 2020, 11:33 PM

I can reproduce crash with nanoVDB

>	[Inline Frame] blender.exe!ccl::BVH::pack_triangle(int) Line 271	C++
 	blender.exe!ccl::BVH::pack_primitives() Line 307	C++
 	blender.exe!ccl::BVH::refit(ccl::Progress & progress) Line 189	C++
 	blender.exe!ccl::Geometry::compute_bvh(ccl::Device * device, ccl::DeviceScene * dscene, ccl::SceneParams * params, ccl::Progress * progress, int n, int total) Line 222	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]	
 	[Inline Frame] blender.exe!tbb::task::wait_for_all() Line 809	C++
 	blender.exe!tbb::internal::task_group_base::wait() Line 168	C++
 	blender.exe!ccl::TaskPool::wait_work(ccl::TaskPool::Summary * stats) Line 46	C++
 	blender.exe!ccl::GeometryManager::device_update(ccl::Device * device, ccl::DeviceScene * dscene, ccl::Scene * scene, ccl::Progress & progress) Line 1571	C++
 	blender.exe!ccl::Scene::device_update(ccl::Device * device_, ccl::Progress & progress) Line 266	C++
 	blender.exe!ccl::Scene::update(ccl::Progress & progress, bool & kernel_switch_needed) Line 502	C++
 	blender.exe!ccl::Session::update_scene() Line 1029	C++
 	blender.exe!ccl::Session::run_cpu() Line 789	C++
 	blender.exe!ccl::Session::run() Line 864	C++
 	[Inline Frame] blender.exe!std::_Func_class<void>::operator()() Line 951	C++
 	blender.exe!ccl::thread::run(void * arg) Line 53	C++
 	[External Code]