crashes - A heap has been corrupted error

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TAO
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Re: crashes - A heap has been corrupted error

Post by TAO »

Dade wrote: Tue Nov 30, 2021 9:10 pm
TAO wrote: Tue Nov 30, 2021 8:25 pm I'm not sure, Here is the renderfinal.

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void MaxToLux::renderFinal(luxcore::Scene &scene, TimeValue t, Bitmap *tobm, FrameRendParams &frp, HWND hwnd, RendProgressCallback *prog, ViewParams *vp)
It should work, the argument is declared by reference.
I will dig a little bit more maybe I made a mistake in other arguments.
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Re: crashes - A heap has been corrupted error

Post by Dade »

TAO wrote: Tue Nov 30, 2021 9:36 pm I will dig a little bit more maybe I made a mistake in other arguments.
Try to post a debugger stack backtrace of the crash (i.e. where in the Scene destructor is the crash).
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Re: crashes - A heap has been corrupted error

Post by TAO »

Dade wrote: Tue Nov 30, 2021 10:07 pm
TAO wrote: Tue Nov 30, 2021 9:36 pm I will dig a little bit more maybe I made a mistake in other arguments.
Try to post a debugger stack backtrace of the crash (i.e. where in the Scene destructor is the crash).
Call stack
Screenshot 2021-12-01 114628.jpg
error list and other parts showing nothing.
just a critical error number in the output.

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start create material: Material_14

========================= Final =======================>1
========================= Final =======================>10
========================= Final =======================>100HairVrRenderNotify::PreRender
The thread 0x29c0 has exited with code 0 (0x0).
The thread 0x1f3c has exited with code 0 (0x0).
The thread 0x30fc has exited with code 0 (0x0).
The thread 0x5500 has exited with code 0 (0x0).
The thread 0x4138 has exited with code 0 (0x0).
The thread 0x3fb4 has exited with code 0 (0x0).
The thread 0x3bec has exited with code 0 (0x0).
The thread 0x564c has exited with code 0 (0x0).
The thread 0x5cdc has exited with code 0 (0x0).
The thread 0x5ac8 has exited with code 0 (0x0).
The thread 0x5538 has exited with code 0 (0x0).
The thread 0x5304 has exited with code 0 (0x0).
The thread 0x4140 has exited with code 0 (0x0).
The thread 0x3b94 has exited with code 0 (0x0).
The thread 0x4358 has exited with code 0 (0x0).
The thread 0x22d4 has exited with code 0 (0x0).
HairVrRenderNotify::PostRender
Helper Nodes deleted: 0
The thread 0x10fc has exited with code 0 (0x0).
The thread 0x5fbc has exited with code 0 (0x0).
Critical error detected c0000374
3dsmax.exe has triggered a breakpoint.
Note, if I had more objects with multi-materials in the scene it is more likely to reach the error. the render itself continues and the problem is when canceling the render.
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Re: crashes - A heap has been corrupted error

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You may need to compile luxcore.dll with debug symbols in order to have readable stack trace of the crash (and know where inside LuxCore it happens).
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Re: crashes - A heap has been corrupted error

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Dade wrote: Wed Dec 01, 2021 11:45 am You may need to compile luxcore.dll with debug symbols in order to have readable stack trace of the crash (and know where inside LuxCore it happens).
Found the issue, it was a wrong number of UV parameters, in 3dsmax UV is a Point3 variable and has 3 values for u,v, and w, as I rewrite all mesh functions I did not notice the difference between the 3dsmax Point3 variable and LuxcoreRender Point2 UV parameters, because of that I had 1/3 more value than UV input should have, so base on an object and UV setup I may or may not face the issue.
The problem is solved now.
is there any way to add w in UV for luxcore as maybe 3dsmax users what to use it?
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Re: crashes - A heap has been corrupted error

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TAO wrote: Sat Dec 04, 2021 4:51 pm is there any way to add w in UV for luxcore as maybe 3dsmax users what to use it?
You could couple 2xUVs (i.e. multiple UV sets) to store up to 4 values for each vertex but it sounds ultra complicated.
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Re: crashes - A heap has been corrupted error

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Dade wrote: Sat Dec 04, 2021 7:22 pm
TAO wrote: Sat Dec 04, 2021 4:51 pm is there any way to add w in UV for luxcore as maybe 3dsmax users what to use it?
You could couple 2xUVs (i.e. multiple UV sets) to store up to 4 values for each vertex but it sounds ultra complicated.
No problem it's not that usable feature in 3dsmax, by the way, is there any limitation to the number of UV channels in LuxCoreRneder?
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Re: crashes - A heap has been corrupted error

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TAO wrote: Sat Dec 04, 2021 7:26 pm No problem it's not that usable feature in 3dsmax, by the way, is there any limitation to the number of UV channels in LuxCoreRneder?
8 channels: https://github.com/LuxCoreRender/LuxCor ... pes.cl#L21
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