Crash using mesh light with lux 0.5

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Crash using mesh light with lux 0.5

Postby Genscher » Wed Jul 23, 2008 7:19 am

Hey, using luxrender 0.5 official binaries (and selfcompiled) i get a crash with the following lux file:

http://dldw.de/tmp/index.php?file=default.tar.gz


Exporter: luxblend
Ubuntu 8.04, 64bit

(but shouldn't be interesting since lux shouldn't crash) ;)
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Re: Crash using mesh light with lux 0.5

Postby Dade » Wed Jul 23, 2008 9:13 am

You are using as light source a sphere with 1984 triangles. You are also applying a Loopsudiv step so you end with 7936 light sources (=triangles) :!:

It is a bit extreme as setup :mrgreen:

If you at least disable Loopsubdiv on sphere light source, it will work fine. I'm going to check if the problem is in using a Loopsubdiv object as light source :idea:
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Re: Crash using mesh light with lux 0.5

Postby Dade » Wed Jul 23, 2008 9:26 am

Dade wrote:it will work fine. I'm going to check if the problem is in using a Loopsubdiv object as light source :idea:


Ok, found the problem: it is a bug in Luxblend.

Luxblend correctly forbid the creation of a Loopsubdiv as light source however there is a bug. If you enable Loopsubdiv when material is matte and than switch the material type to "light", the light source will still be exported as a loopsubdiv shape.
To fix this problem in your scene just switch the light material back to matte, disable subdivision and than switch back the material to light.
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Re: Crash using mesh light with lux 0.5

Postby Radiance » Wed Jul 23, 2008 6:18 pm

nevertheless it should'nt crash :)

i've created a mantis task for this: http://www.luxrender.net/mantis/view.php?id=355

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Re: Crash using mesh light with lux 0.5

Postby Lotuspec » Sun Aug 03, 2008 9:25 am

I investigated this problem and posted my comments and a solution on Mantis.

Summary:
the trianglemesh (created from the loopsubdiv) was deleted during refinement of the shape. I think a similar problem also occurs in the GeometricPrimitive::FullyRefine (but not deleting at all instead of too early).

An alternative to the solution I proposed would be to detect the case (loopsubdiv+mesh) and show an error. The question is: do we want loopsubdiv + arealight or not?
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Re: Crash using mesh light with lux 0.5

Postby Radiance » Sun Aug 03, 2008 4:49 pm

Hey,

Well, how i see it is that an area light using a shape, so any shape should be supported...

I'll have a look at the stuff you posted in the mantis task after work...

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Re: Crash using mesh light with lux 0.5

Postby Lotuspec » Mon Aug 04, 2008 2:53 am

There may be a better solution then the one I first proposed (see Mantis).

MOD: there seems to be some memory leaks in cleaning up a scene (loopsubdiv's are not deleted, and therefore also are their refined meshes with the second solution)

MOD2: the memory leak problem (is this a known limitation or something?) seems to be related to the (Geometric)Primitives not being deleted (they are stored in the Context::Renderoptions I think, but RenderOptions has no proper destructor)
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