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[Blender Bug] Render Crashes: Discussion, Tips, and Troubleshooting #518
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Hi Shayan012, Thanks for the report! I am sorry to hear that you are experiencing render crashes. Here are some things to try, and some questions that might help narrow down what the problem could be. The first thing to check is to make sure that the Lock Interface option is enabled. This is a requirement for stable rendering: Some other things to try:
Here are some questions I have about the issue:
Hope this helps! Let us know if you have any questions or more info about your scene. - Ryan |
Thanks for the detailed answer!
Thanks a lot for the command line "solution"! I hope my info can help you in getting rid of this issue. |
Thanks for the update! From this info, I the cause of the crashes could be triggered by either of these issues: Running out of GPU memoryAt the large mesh size and number of particles, this could be exceeding 8GB of VRAM on the RTX 3070. Usually at around 6 million particles + large mesh, and a few textures I start to run out of VRAM and get crashes. Rendering fromt he command line can reduce the amount of resources used, but I am not sure by how much. To test if this is the issue, you could try rendering a lower number of whitewater particles. Rendering particle instances requires a lot of memory in Blender. Reduction of particles for rendering can be done by setting the render display amount to 50% and testing for a crash. If the render still crashes, this will be related to the next issue: Crashes due to Blender viewport stabilityThere is a design issue in Blender where the viewport and render threads do not sync correctly and can cause a crash (Issue T60094). This becomes more troublesome as amount of geometry increases. This issue is the reason why the viewport needs to be locked during render to improve stability. Rendering from the command line will bypass this design issue since the viewport is no longer needed. Unfortunately this issue is out of our control and will need to be fixed by the Blender developers. There is a comment here in the issue thread where a developer mentions the design issues will need to be handled in regular development:
Hope this info helps! I'll leave this issue open as a discussion thread since the help info could help others. |
System Information
Blender Version (including hash): 2.91.0
FLIP Fluids Version: 1.0.9
Operating System: Windows 10 64bit Version 20H2
CPU: AMD Ryzen 5 1600
GFX: RTX 3070
RAM: 16GB
Describe the bug
I've had this problem in two different projects now. I made a simulation with a high amount of voxels and whitewater particles. When I then try to render said animation in Cycles or Eevee, Blender more often than not just closes after a single frame is rendered (Sometimes it's a couple more than one, but then the same thing happens). When I just go to a frame and render it, it works fine and Blender doesn't close, and I can then manually save that frame. But when rendering it as an animation the problem occurs. This is obviously pretty annoying because it means I can't render a scene over night since I have to keep re-opening Blender every couple of minutes.
Side Note: Rendering Viewport Animations works without problems.
To Reproduce
Try to render an animation of a sim with very high detail in Eevee or Cycles.
Expected Behaviour
See above
Actual Behaviour
See above
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