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Cycles : Crash with interactive shader updates on subdiv meshes #4913
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Hey @murraystevenson I've not been too happy with Cycles' subdivision code in-general and found that it isn't very reliable at all and need to revert to using MeshType - linear to get stability back. One thing I'm going to propose back to the Cycles devs is to just use Embree's subdivision code. They probably won't accept it as it'll be CPU-only initially but by the reports of the Intel devs, the next Embree release will allow GPU support and not just for their Arc line of GPUs but other vendors as well. No idea how this plays with OptiX though but this should be something that Blender should solve. The other option is we just use OpenSubdiv under the hood and call it a day? |
Is this true in general for Cycles users outside of Gaffer? Do they all avoid Cycles' adaptive subdivision and use Blender's pre-render uniform subdivision instead? |
Good question - I am only going by what @skwerner was telling me that is notorious for being buggy in Blender when using it live from the viewport and I think motion blur but my memory is fuzzy on the details. |
Here's the tracker for adaptive subdivision, seems like it hasn't got much attention: |
This isn't especially necessary as far as we know, but I thought it was worth being on the latest patch version while we're still trying to track down the odd [Cycles crash](GafferHQ/gaffer#4913). Alas in this case it did not help.
This isn't stricly necessary, but it seems worth getting the latest bug fixes while we are still hunting the cause of GafferHQ/gaffer#4913. Alas, it does not help.
This isn't especially necessary as far as we know, but I thought it was worth being on the latest patch version while we're still trying to track down the odd [Cycles crash](GafferHQ/gaffer#4913). Alas in this case it did not help.
This isn't stricly necessary, but it seems worth getting the latest bug fixes while we are still hunting the cause of GafferHQ/gaffer#4913. Alas, it does not help.
Some more details :
Not sure what this means, but to my mind it makes it more likely that the problem is on our side. |
Well, the crash is sometimes in the BVH build. Sometimes it is in OSL. |
Description
Editing shader parameters on a subdiv mesh while interactively rendering can crash Cycles.
Steps to reproduce
emission.r
parameter.emission.r
parameter.Debug log
Click to Expand
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