Maniphest T18801

Rendering Down with RC3.
Closed, Archived

Assigned To
Ton Roosendaal (ton)
Authored By
Takumi Tanaka (tiger64)
May 22 2009, 5:42 PM
Tags
  • BF Blender
Subscribers
Ton Roosendaal (ton)

Description

Group: V 2.49 release
Resolution: Fixed
Category: Rendering (intern)

Hi, my name is Tiger.

The machine translation is used, because only Japanese can be spoken.

Blender ends if an old file using the material node is done with Blender2.49RC3 in rendering.
However, rendering is done as for the material node made with RC3 without trouble.
It downs it by both WindowsXPsp3(32bit) and Windows7RC(64bit).

Rendering is done in RC2 without trouble.

I think that I can use it by making the material node again when RC3 is used.


Specification of my PC.
CPU: Phenom2 X4 955BE
MotherBoard: ASUS M4A79 Deluxe
GraphicBoard: PowerColor AX4870 512MD5
Memory: DDR2 800 2GB
HardDisk: 250GB+1TB
CaptureBoard: GV-MVP/GX
OS: WindowsXP sp3(32bit), Windows7 RC(64bit)

Event Timeline

Takumi Tanaka (tiger64) edited a custom field.May 22 2009, 5:42 PM
Takumi Tanaka (tiger64) attached 1 file(s): F9769: TestGTR.zip.
Campbell Barton (campbellbarton) added a comment.May 23 2009, 5:55 AM

confirmed, its running the last functions recursively, backtrace is massive

#24692 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb440f458, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24693 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb440f578, shr=0xb440f4dc) at source/blender/nodes/intern/SHD_util.c:89
#24694 0x08637eaf in shade_ray (is=0xb440fc68, shi=0xb440f578, shr=0xb440f4dc) at source/blender/render/intern/source/rayshade.c:267
#24695 0x0863b0c3 in ray_trace_shadow_tra (is=0xb440fc68, origshi=0xb44103f8, depth=10, traflag=0) at source/blender/render/intern/source/rayshade.c:1303
#24696 0x0863d4b2 in ray_shadow_qmc (shi=0xb44103f8, lar=0x9c3e9a8, lampco=0xb440fc5c, shadfac=0xb440fdc8, isec=0xb440fc68) at source/blender/render/intern/source/rayshade.c:1945
#24697 0x0863dd4d in ray_shadow (shi=0xb44103f8, lar=0x9c3e9a8, shadfac=0xb440fdc8) at source/blender/render/intern/source/rayshade.c:2106
#24698 0x086073f8 in lamp_get_shadow (lar=0x9c3e9a8, shi=0xb44103f8, inp=0.13563475, shadfac=0xb440fdc8, do_real=1) at source/blender/render/intern/source/shadeoutput.c:1065
#24699 0x086083e7 in shade_one_light (lar=0x9c3e9a8, shi=0xb44103f8, shr=0xb440ffac, passflag=1) at source/blender/render/intern/source/shadeoutput.c:1344
#24700 0x08609687 in shade_lamp_loop (shi=0xb44103f8, shr=0xb440ffac) at source/blender/render/intern/source/shadeoutput.c:1640
#24701 0x085fccb3 in shade_material_loop (shi=0xb44103f8, shr=0xb440ffac) at source/blender/render/intern/source/shadeinput.c:93
#24702 0x08914068 in node_shader_exec_material (data=0xb44102d8, node=0xb55cb88, in=0xb44101a4, out=0xb44100a4) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24703 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb44102d8, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24704 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb44103f8, shr=0xb441035c) at source/blender/nodes/intern/SHD_util.c:89
#24705 0x08637eaf in shade_ray (is=0xb4410ae8, shi=0xb44103f8, shr=0xb441035c) at source/blender/render/intern/source/rayshade.c:267
#24706 0x0863b0c3 in ray_trace_shadow_tra (is=0xb4410ae8, origshi=0xb4411278, depth=10, traflag=0) at source/blender/render/intern/source/rayshade.c:1303
#24707 0x0863d4b2 in ray_shadow_qmc (shi=0xb4411278, lar=0x9c3e9a8, lampco=0xb4410adc, shadfac=0xb4410c48, isec=0xb4410ae8) at source/blender/render/intern/source/rayshade.c:1945
#24708 0x0863dd4d in ray_shadow (shi=0xb4411278, lar=0x9c3e9a8, shadfac=0xb4410c48) at source/blender/render/intern/source/rayshade.c:2106
#24709 0x086073f8 in lamp_get_shadow (lar=0x9c3e9a8, shi=0xb4411278, inp=-0.128614217, shadfac=0xb4410c48, do_real=1) at source/blender/render/intern/source/shadeoutput.c:1065
#24710 0x086083e7 in shade_one_light (lar=0x9c3e9a8, shi=0xb4411278, shr=0xb4410e2c, passflag=1) at source/blender/render/intern/source/shadeoutput.c:1344
#24711 0x08609687 in shade_lamp_loop (shi=0xb4411278, shr=0xb4410e2c) at source/blender/render/intern/source/shadeoutput.c:1640
#24712 0x085fccb3 in shade_material_loop (shi=0xb4411278, shr=0xb4410e2c) at source/blender/render/intern/source/shadeinput.c:93
#24713 0x08914068 in node_shader_exec_material (data=0xb4411158, node=0xb55cb88, in=0xb4411024, out=0xb4410f24) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24714 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb4411158, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24715 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb4411278, shr=0xb44111dc) at source/blender/nodes/intern/SHD_util.c:89
#24716 0x08637eaf in shade_ray (is=0xb4411968, shi=0xb4411278, shr=0xb44111dc) at source/blender/render/intern/source/rayshade.c:267
#24717 0x0863b0c3 in ray_trace_shadow_tra (is=0xb4411968, origshi=0xb44120f8, depth=10, traflag=0) at source/blender/render/intern/source/rayshade.c:1303
#24718 0x0863d4b2 in ray_shadow_qmc (shi=0xb44120f8, lar=0x9c3e9a8, lampco=0xb441195c, shadfac=0xb4411ac8, isec=0xb4411968) at source/blender/render/intern/source/rayshade.c:1945
#24719 0x0863dd4d in ray_shadow (shi=0xb44120f8, lar=0x9c3e9a8, shadfac=0xb4411ac8) at source/blender/render/intern/source/rayshade.c:2106
#24720 0x086073f8 in lamp_get_shadow (lar=0x9c3e9a8, shi=0xb44120f8, inp=0.128252149, shadfac=0xb4411ac8, do_real=1) at source/blender/render/intern/source/shadeoutput.c:1065
#24721 0x086083e7 in shade_one_light (lar=0x9c3e9a8, shi=0xb44120f8, shr=0xb4411cac, passflag=1) at source/blender/render/intern/source/shadeoutput.c:1344
#24722 0x08609687 in shade_lamp_loop (shi=0xb44120f8, shr=0xb4411cac) at source/blender/render/intern/source/shadeoutput.c:1640
#24723 0x085fccb3 in shade_material_loop (shi=0xb44120f8, shr=0xb4411cac) at source/blender/render/intern/source/shadeinput.c:93
#24724 0x08914068 in node_shader_exec_material (data=0xb4411fd8, node=0xb55cb88, in=0xb4411ea4, out=0xb4411da4) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24725 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb4411fd8, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24726 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb44120f8, shr=0xb441205c) at source/blender/nodes/intern/SHD_util.c:89
#24727 0x08637eaf in shade_ray (is=0xb44127e8, shi=0xb44120f8, shr=0xb441205c) at source/blender/render/intern/source/rayshade.c:267
#24728 0x0863b0c3 in ray_trace_shadow_tra (is=0xb44127e8, origshi=0xb4412f78, depth=10, traflag=0) at source/blender/render/intern/source/rayshade.c:1303
#24729 0x0863d4b2 in ray_shadow_qmc (shi=0xb4412f78, lar=0x9c3e9a8, lampco=0xb44127dc, shadfac=0xb4412948, isec=0xb44127e8) at source/blender/render/intern/source/rayshade.c:1945
#24730 0x0863dd4d in ray_shadow (shi=0xb4412f78, lar=0x9c3e9a8, shadfac=0xb4412948) at source/blender/render/intern/source/rayshade.c:2106
#24731 0x086073f8 in lamp_get_shadow (lar=0x9c3e9a8, shi=0xb4412f78, inp=-0.131581202, shadfac=0xb4412948, do_real=1) at source/blender/render/intern/source/shadeoutput.c:1065
#24732 0x086083e7 in shade_one_light (lar=0x9c3e9a8, shi=0xb4412f78, shr=0xb4412b2c, passflag=1) at source/blender/render/intern/source/shadeoutput.c:1344
#24733 0x08609687 in shade_lamp_loop (shi=0xb4412f78, shr=0xb4412b2c) at source/blender/render/intern/source/shadeoutput.c:1640
#24734 0x085fccb3 in shade_material_loop (shi=0xb4412f78, shr=0xb4412b2c) at source/blender/render/intern/source/shadeinput.c:93
#24735 0x08914068 in node_shader_exec_material (data=0xb4412e58, node=0xb55cb88, in=0xb4412d24, out=0xb4412c24) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24736 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb4412e58, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24737 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb4412f78, shr=0xb4412edc) at source/blender/nodes/intern/SHD_util.c:89
#24738 0x08637eaf in shade_ray (is=0xb4413668, shi=0xb4412f78, shr=0xb4412edc) at source/blender/render/intern/source/rayshade.c:267
#24739 0x0863b0c3 in ray_trace_shadow_tra (is=0xb4413668, origshi=0xb4413df8, depth=10, traflag=0) at source/blender/render/intern/source/rayshade.c:1303
#24740 0x0863d4b2 in ray_shadow_qmc (shi=0xb4413df8, lar=0x9c3e9a8, lampco=0xb441365c, shadfac=0xb44137c8, isec=0xb4413668) at source/blender/render/intern/source/rayshade.c:1945
#24741 0x0863dd4d in ray_shadow (shi=0xb4413df8, lar=0x9c3e9a8, shadfac=0xb44137c8) at source/blender/render/intern/source/rayshade.c:2106
#24742 0x086073f8 in lamp_get_shadow (lar=0x9c3e9a8, shi=0xb4413df8, inp=0.133120999, shadfac=0xb44137c8, do_real=1) at source/blender/render/intern/source/shadeoutput.c:1065
#24743 0x086083e7 in shade_one_light (lar=0x9c3e9a8, shi=0xb4413df8, shr=0xb44139ac, passflag=1) at source/blender/render/intern/source/shadeoutput.c:1344
#24744 0x08609687 in shade_lamp_loop (shi=0xb4413df8, shr=0xb44139ac) at source/blender/render/intern/source/shadeoutput.c:1640
#24745 0x085fccb3 in shade_material_loop (shi=0xb4413df8, shr=0xb44139ac) at source/blender/render/intern/source/shadeinput.c:93
#24746 0x08914068 in node_shader_exec_material (data=0xb4413cd8, node=0xb55cb88, in=0xb4413ba4, out=0xb4413aa4) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24747 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb4413cd8, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24748 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb4413df8, shr=0xb4413d5c) at source/blender/nodes/intern/SHD_util.c:89
#24749 0x08637eaf in shade_ray (is=0xb44144e8, shi=0xb4413df8, shr=0xb4413d5c) at source/blender/render/intern/source/rayshade.c:267
#24750 0x0863b0c3 in ray_trace_shadow_tra (is=0xb44144e8, origshi=0xb4414c78, depth=10, traflag=0) at source/blender/render/intern/source/rayshade.c:1303
#24751 0x0863d4b2 in ray_shadow_qmc (shi=0xb4414c78, lar=0x9c3e9a8, lampco=0xb44144dc, shadfac=0xb4414648, isec=0xb44144e8) at source/blender/render/intern/source/rayshade.c:1945
#24752 0x0863dd4d in ray_shadow (shi=0xb4414c78, lar=0x9c3e9a8, shadfac=0xb4414648) at source/blender/render/intern/source/rayshade.c:2106
#24753 0x086073f8 in lamp_get_shadow (lar=0x9c3e9a8, shi=0xb4414c78, inp=-0.145376563, shadfac=0xb4414648, do_real=1) at source/blender/render/intern/source/shadeoutput.c:1065
#24754 0x086083e7 in shade_one_light (lar=0x9c3e9a8, shi=0xb4414c78, shr=0xb441482c, passflag=1) at source/blender/render/intern/source/shadeoutput.c:1344
#24755 0x08609687 in shade_lamp_loop (shi=0xb4414c78, shr=0xb441482c) at source/blender/render/intern/source/shadeoutput.c:1640
#24756 0x085fccb3 in shade_material_loop (shi=0xb4414c78, shr=0xb441482c) at source/blender/render/intern/source/shadeinput.c:93
#24757 0x08914068 in node_shader_exec_material (data=0xb4414b58, node=0xb55cb88, in=0xb4414a24, out=0xb4414924) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24758 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb4414b58, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24759 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb4414c78, shr=0xb4414bdc) at source/blender/nodes/intern/SHD_util.c:89
#24760 0x08637eaf in shade_ray (is=0xb4415368, shi=0xb4414c78, shr=0xb4414bdc) at source/blender/render/intern/source/rayshade.c:267
#24761 0x0863b0c3 in ray_trace_shadow_tra (is=0xb4415368, origshi=0xb4415be0, depth=10, traflag=0) at source/blender/render/intern/source/rayshade.c:1303
#24762 0x0863d4b2 in ray_shadow_qmc (shi=0xb4415be0, lar=0x9c3e9a8, lampco=0xb441535c, shadfac=0xb44154c8, isec=0xb4415368) at source/blender/render/intern/source/rayshade.c:1945
#24763 0x0863dd4d in ray_shadow (shi=0xb4415be0, lar=0x9c3e9a8, shadfac=0xb44154c8) at source/blender/render/intern/source/rayshade.c:2106
#24764 0x086073f8 in lamp_get_shadow (lar=0x9c3e9a8, shi=0xb4415be0, inp=-0.165452987, shadfac=0xb44154c8, do_real=1) at source/blender/render/intern/source/shadeoutput.c:1065
#24765 0x086083e7 in shade_one_light (lar=0x9c3e9a8, shi=0xb4415be0, shr=0xb44156ac, passflag=1) at source/blender/render/intern/source/shadeoutput.c:1344
#24766 0x08609687 in shade_lamp_loop (shi=0xb4415be0, shr=0xb44156ac) at source/blender/render/intern/source/shadeoutput.c:1640
#24767 0x085fccb3 in shade_material_loop (shi=0xb4415be0, shr=0xb44156ac) at source/blender/render/intern/source/shadeinput.c:93
#24768 0x08914068 in node_shader_exec_material (data=0xb44159d8, node=0xb55cb88, in=0xb44158a4, out=0xb44157a4) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24769 0x087f213b in ntreeExecTree (ntree=0xb55c8f0, callerdata=0xb44159d8, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24770 0x08918a4d in ntreeShaderExecTree (ntree=0xb55c8f0, shi=0xb4415be0, shr=0xb4415b44) at source/blender/nodes/intern/SHD_util.c:89
#24771 0x08637f17 in shade_ray (is=0xb4415ad0, shi=0xb4415be0, shr=0xb4415b44) at source/blender/render/intern/source/rayshade.c:275
#24772 0x08638867 in traceray (origshi=0xb44176b8, origshr=0xb441636c, depth=2, start=0xb4417750, vec=0xb4416198, col=0xb4416188, obi=0x9c3efa0, vlr=0x9d2ad10, traflag=0) at source/blender/render/intern/source/rayshade.c:465
#24773 0x0863a881 in trace_reflect (col=0xb4416250, shi=0xb44176b8, shr=0xb441636c, fresnelfac=0.323379338) at source/blender/render/intern/source/rayshade.c:1134
#24774 0x0863ad91 in ray_trace (shi=0xb44176b8, shr=0xb441636c) at source/blender/render/intern/source/rayshade.c:1227
#24775 0x085fd01e in shade_material_loop (shi=0xb44176b8, shr=0xb441636c) at source/blender/render/intern/source/shadeinput.c:128
#24776 0x08914068 in node_shader_exec_material (data=0xb4416698, node=0xb55f4f8, in=0xb4416564, out=0xb4416464) at source/blender/nodes/intern/SHD_nodes/SHD_material.c:133
#24777 0x087f213b in ntreeExecTree (ntree=0xb55f260, callerdata=0xb4416698, thread=1) at source/blender/blenkernel/intern/node.c:2178
#24778 0x08918a4d in ntreeShaderExecTree (ntree=0xb55f260, shi=0xb44176b8, shr=0xb441ba90) at source/blender/nodes/intern/SHD_util.c:89
#24779 0x085fd0bb in shade_input_do_shade (shi=0xb44176b8, shr=0xb441ba90) at source/blender/render/intern/source/shadeinput.c:147
#24780 0x08601cbb in shade_samples (ssamp=0xb4416738, ps=0xa2dfb40, x=566, y=155) at source/blender/render/intern/source/shadeinput.c:1387
#24781 0x0862617f in shadeDA_tile (pa=0x9c3f658, rl=0x9c1e048) at source/blender/render/intern/source/rendercore.c:799
#24782 0x08627090 in zbufshadeDA_tile (pa=0x9c3f658) at source/blender/render/intern/source/rendercore.c:1150
#24783 0x0864134e in do_part_thread (pa_v=0x9c3f658) at source/blender/render/intern/source/pipeline.c:1261
#24784 0xb767d4c5 in start_thread () from /lib/libpthread.so.0
#24785 0xb7788f9e in clone () from /lib/libc.so.6

Ton Roosendaal (ton) added a comment.May 26 2009, 3:47 PM

Takumi: thanks for the report!
Campbell: thanks for the trace!

Fix is in svn, not the best fix of world, but nodetrees don't raytrace well yet.

Ton Roosendaal (ton) changed the task status from Unknown Status to Unknown Status.May 26 2009, 3:47 PM
Nobody (None) added a comment.May 22 2009, 5:42 PM

This task was automatically closed as archived as part of migration, because the project or tracker this task belonged to is no longer active.