It is hard to say, they seem the result of a random processacasta69 wrote: Sat Feb 17, 2018 1:53 pm Is there a recommended version of the nVidia drivers? Or is it always best to have the latest?

It is hard to say, they seem the result of a random processacasta69 wrote: Sat Feb 17, 2018 1:53 pm Is there a recommended version of the nVidia drivers? Or is it always best to have the latest?
Try this first...acasta69 wrote: Sat Feb 17, 2018 1:53 pm Is there a recommended version of the nVidia drivers? Or is it always best to have the latest?
I have just tried to render the scene: first it crashed blender some times, then I switched materials as suggested by dobe and this time I had BSOD on Windows 10.
I have rather old drivers, as they were giving not too many problems...
ANDDade wrote: Fri Feb 16, 2018 10:50 pm I attached at this message the version "slow to compile but it works" of the pyluxcore.pyd. This one compile and run the above scene without problems![]()
works for me
Try to compile from the very latest source this (https://github.com/LuxCoreRender/LuxCor ... 986a5eaf06) may explain the visibility map related crash. I reverted the latest sources to the "slow to compile" configuration too.acasta69 wrote: Sat Feb 17, 2018 4:53 pm Thanks, the "slow to compile" version worked fine also here.
And I will try to disable the visibility map.
Thanks Dade, I will try.Dade wrote: Sat Feb 17, 2018 5:32 pm Try to compile from the very latest source this (https://github.com/LuxCoreRender/LuxCor ... 986a5eaf06) may explain the visibility map related crash. I reverted the latest sources to the "slow to compile" configuration too.
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[LuxCore][1.954] Visibility map done in 0.15 secs with 1000000 samples (6.71M samples/sec)
*** Error in `./bin/luxcoreui': free(): invalid next size (fast): 0x0000000009628f50 ***
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*** Error in `./bin/luxcoreui': malloc(): memory corruption (fast): 0x0000000008544e60 ***
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diff --git a/src/slg/lights/envlightvisibility.cpp b/src/slg/lights/envlightvisibility.cpp
index 0b0f63f..45d5049 100644
--- a/src/slg/lights/envlightvisibility.cpp
+++ b/src/slg/lights/envlightvisibility.cpp
@@ -191,7 +191,7 @@ void EnvLightVisibility::ComputeVisibility(float *map) const {
MetropolisSamplerSharedData sharedData;
samplesDone = 0;
- const u_int threadCount = boost::thread::hardware_concurrency();
+ const u_int threadCount = 1; // boost::thread::hardware_concurrency();
vector<boost::thread *> threads(12, NULL);
for (u_int i = 0; i < threadCount; ++i) {
threads[i] = new boost::thread(&EnvLightVisibility::ComputeVisibilityThread,
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[LuxCore][1.410] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.471] Visibility map done in 0.06 secs with 1000000 samples (16.45M samples/sec)
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[LuxCore][1.393] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.498] Visibility map done in 0.10 secs with 1000000 samples (9.57M samples/sec)
unsigned hardware_concurrency();
Returns:
The number of hardware threads available on the current system (e.g. number of CPUs or cores or hyperthreading units), or 0 if this information is not available.
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diff --git a/src/slg/lights/envlightvisibility.cpp b/src/slg/lights/envlightvisibility.cpp
index 0b0f63f..78d0575 100644
--- a/src/slg/lights/envlightvisibility.cpp
+++ b/src/slg/lights/envlightvisibility.cpp
@@ -192,6 +192,7 @@ void EnvLightVisibility::ComputeVisibility(float *map) const {
samplesDone = 0;
const u_int threadCount = boost::thread::hardware_concurrency();
+ SLG_LOG("Available Threads: " << threadCount );
vector<boost::thread *> threads(12, NULL);
for (u_int i = 0; i < threadCount; ++i) {
threads[i] = new boost::thread(&EnvLightVisibility::ComputeVisibilityThread,
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[LuxCore][1.536] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.536] Available Threads: 16
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[LuxCore][5.601] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][5.601] Available Threads: 16
[LuxCore][5.955] Visibility map done in 0.35 secs with 1000000 samples (2.83M samples/sec)
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[LuxCore][5.601] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][5.955] Visibility map done in 0.35 secs with 1000000 samples (2.83M samples/sec)
For some (esoteric) reason I hard coded the number of my PC cores (it must have been a test). So it crashes for anyone with more than 12 hardware threads (6 cores + hyper-threading) and works for anyone with less or the same cores count. This explain why it was crashing only for few people.jensverwiebe wrote: Sat Feb 17, 2018 10:27 pmCode: Select all
vector<boost::thread *> threads(12, NULL);
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[LuxCore][1.486] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.632] Visibility map done in 0.15 secs with 1000000 samples (6.83M samples/sec)