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Re: Updating geometry crash
Posted: Wed Mar 29, 2017 4:38 am
by abstrax
milo_dude wrote:Building geometry by spline using Sweep. When geometry update starts plugin is crashed.
Same trouble in test3 and 4.
3.05 works fine.
I can confirm an issue in the ray-tracing kernels, but I don't know what exactly is causing the problem and how to solve it. I hope to find a solution with the next release.
EDIT: This scene creates some insane geometry and I can reproduce the kernel failure with only the cloner object at the bottom of the object tree under "Body". I'm not sure what the point of it is, but it creates 500 flat cube objects that are all intersecting each other in a tight cylindrical volume. Rendering shouldn't fail of course, but maybe this can be modeled a bit more "render friendly".
Re: Updating geometry crash
Posted: Wed Mar 29, 2017 6:11 am
by milo_dude
abstrax wrote:milo_dude wrote:Building geometry by spline using Sweep. When geometry update starts plugin is crashed.
Same trouble in test3 and 4.
3.05 works fine.
I can confirm an issue in the ray-tracing kernels, but I don't know what exactly is causing the problem and how to solve it. I hope to find a solution with the next release.
EDIT: This scene creates some insane geometry and I can reproduce the kernel failure with only the cloner object at the bottom of the object tree under "Body". I'm not sure what the point of it is, but it creates 500 flat cube objects that are all intersecting each other in a tight cylindrical volume. Rendering shouldn't fail of course, but maybe this can be modeled a bit more "render friendly".
Maybe you right about insane geometry, but the problem is in the "HUD" childe objects wich is sweep.
If i shut it off everything fine.
Is it possible that the trouble is in illustrator spline import?
i'm so confused that it's worked in 3.05
Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)
Posted: Wed Mar 29, 2017 3:44 pm
by Yambo
aoktar wrote:Yambo wrote:aoktar wrote:Ahmet, render layer mask is broken, just not working in this version (generating blank frames). Are you aware of that?
Y
with png? I think it's about my changes to drop the using of embedded alphas with png.
Yap, basically if i'm loading some layer mask to after effects i can see only a full alpha.
Is there something i can do to workaround it? or just wait to the next version?
Thanks!
Y
disable alpha and use rgb colors for matte[/quote]
Ahmet not sure what you meant here? How can i generate object IDs for different objects?
Also The render layer mask wont work anymore? or is it something will be fix in the next versions?
Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)
Posted: Wed Mar 29, 2017 3:56 pm
by aoktar
Yambo wrote:
Ahmet not sure what you meant here? How can i generate object IDs for different objects?
Also The render layer mask wont work anymore? or is it something will be fix in the next versions?
See image. Please give any samples to show how it's not working.
Re: Updating geometry crash
Posted: Wed Mar 29, 2017 7:42 pm
by abstrax
milo_dude wrote:abstrax wrote:milo_dude wrote:Building geometry by spline using Sweep. When geometry update starts plugin is crashed.
Same trouble in test3 and 4.
3.05 works fine.
I can confirm an issue in the ray-tracing kernels, but I don't know what exactly is causing the problem and how to solve it. I hope to find a solution with the next release.
EDIT: This scene creates some insane geometry and I can reproduce the kernel failure with only the cloner object at the bottom of the object tree under "Body". I'm not sure what the point of it is, but it creates 500 flat cube objects that are all intersecting each other in a tight cylindrical volume. Rendering shouldn't fail of course, but maybe this can be modeled a bit more "render friendly".
Maybe you right about insane geometry, but the problem is in the "HUD" childe objects wich is sweep.
If i shut it off everything fine.
Is it possible that the trouble is in illustrator spline import?
i'm so confused that it's worked in 3.05
I had to restructure things a lot to make CUDA 8 builds as fast as CUDA 7.5 builds, maybe I broke something along the way. Will try to figure it out today.
Re: Updating geometry crash
Posted: Thu Mar 30, 2017 4:40 am
by abstrax
abstrax wrote:milo_dude wrote:abstrax wrote:
I can confirm an issue in the ray-tracing kernels, but I don't know what exactly is causing the problem and how to solve it. I hope to find a solution with the next release.
EDIT: This scene creates some insane geometry and I can reproduce the kernel failure with only the cloner object at the bottom of the object tree under "Body". I'm not sure what the point of it is, but it creates 500 flat cube objects that are all intersecting each other in a tight cylindrical volume. Rendering shouldn't fail of course, but maybe this can be modeled a bit more "render friendly".
Maybe you right about insane geometry, but the problem is in the "HUD" childe objects wich is sweep.
If i shut it off everything fine.
Is it possible that the trouble is in illustrator spline import?
i'm so confused that it's worked in 3.05
I had to restructure things a lot to make CUDA 8 builds as fast as CUDA 7.5 builds, maybe I broke something along the way. Will try to figure it out today.
Thanks a lot for this scene. It allowed me to find a bug I have been hunting for more than 3 months. The cause of this issue has been there since we introduced instances in version 1. In the past it hasn't been an issue, but now with the increase of scene sizes made possible by modern GPUs with lots of VRAM, it occurs more often. Unfortunately those extremely large scenes made the problem impossible to find (for me at least)... until your scene came along, which is quite simple, but causes the geometry compilation to generate a degenerated acceleration structure.
The reason why it didn't occur with 3.05.3 is probably because CUDA 7.5 is arranging working memory differently than CUDA 8.0, hiding the issue. This is your scene rendered with a quick fix, which unfortunately has quite a large performance hit (about 10% in the ATV scene - compared to 3.06 test 4):
I will try to find a solution that isn't as bad performance-wise, but let's see...
Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)
Posted: Thu Mar 30, 2017 10:37 am
by abstrax
Ok, good news: For debugging purposes, I had a log flag enabled, that was slowing things down in the test build. After switching it off, the speed is the same as in 3.06 test 4...

Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)
Posted: Thu Mar 30, 2017 1:24 pm
by Yambo
BUG Report: X-Particles scenes are crushing with this version.
Revert to 3.05.3 (13.01.2017) rendering properly
Re: Version 3.06-TEST4 (WORK IN PROGRESS BUILDS)
Posted: Thu Mar 30, 2017 9:39 pm
by calus
abstrax wrote:...a quick fix, which unfortunately has quite a large performance hit (about 10% in the ATV scene - compared to 3.06 test 4):
abstrax wrote:Ok, good news: For debugging purposes, I had a log flag enabled, that was slowing things down in the test build. After switching it off, the speed is the same as in 3.06 test 4...


Re: Version 3.06-TEST4.1 (WORK IN PROGRESS BUILDS)
Posted: Mon Apr 03, 2017 4:16 pm
by aoktar
3.06 test4.1 has been uploaded and which hase some fixes. It's just for Windows right now. OSX will follow that soon.