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Author Topic: Continuous Crashes on UV Maps  (Read 622 times)

ELECTROHERMIT

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Continuous Crashes on UV Maps
« on: May 30, 2017, 08:38:27 pm »

Hi Guys,

Anim8or 1.0, v3.0

Thanks in advance for any tips here. I have a high end anatomical model of teeth and gums, exported from Blender in .obj format with the UV maps included in JPG format. I'm experiencing continuous crashing once the texture maps are assigned in materials in Anim8or. I've been using the model without maps for quite some time and never had a freeze or issue, but once I started assigning the UV maps, started getting constant crashes. I'm using Ambient, Diffuse, Specular, Normal and Environmental maps on each tooth, each object sharing the one "Teeth" material. The UV maps are showing on the model correctly and the Art Ray render looks good, however I'm experiencing random crashes, a lot. I went back to square one and imported just one object and went step by step and assigned UV maps one at a time. The crashing absolutely starts once I load the UV maps and assign to the object. I've done the usual bug eliminations, restarting, shutting down other programs, trying different versions of 1.0 release, poking around with different user settings in Anim8or, checked the JPG images, etc.

Now, there are big maps being assigned at 4096 x 4096 and some others are 2048 x 2048 and I suspect this is the culprit. The environmental map is a box map I created myself at 1180x1180. Here are the crash events in order of frequency:

navigating and selecting a JPG when assigning a map in the Material Editor
attempting to swap out one map for another map in Material Editor (this action causes a freeze 100 percent of time)
rotating an object in the scene editor
rendering image from scene editor
manipulating objects in object mode
Anim8or crashes on startup (continues to do so w/start in previous OFF)


Any recommendations on improving the stability that does not involve redoing the UV maps? I need to keep the original texture maps at 4096 as there are multiple meshes to each JPG and resolution would suffer with smaller map.


Asus G551JW Laptop
Windows 10 with auto updates on
Intel i7, 2.6 Ghz 4 core
16 Gb RAM
Nvidia GeForce GTX 960M 2047MB
1TB Cyclone SSD internal, w/ system software and programs
1TB 7200 HD internal, scratch and storage
External USB Drive, backup
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Steve

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Re: Continuous Crashes on UV Maps
« Reply #1 on: May 30, 2017, 10:08:34 pm »

I can't tell from just your (good) description, but I suspect that it's a bug in Anim8or that's due to the large number of textures being used on the same material(s), maybe in combination with their sizes.

I have a few questions:

1. How many different complex materials are you using in the same model?
2. In the entire project?
3. Are you using GLSL shaders (See the menu command View->Preferences in the "Shading" box)?
4. Can you make a simple project with just a single sphere that's assigned one of the complex materials and send that to me? Does it crash in the same way? I don't need the texture files at this point but I want to step through my code where the materials are being handled.
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Steve

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Re: Continuous Crashes on UV Maps
« Reply #2 on: May 30, 2017, 10:21:47 pm »

Assuming that you don't have ambient and diffuse locked, I think that there are some issues with more than 4 textures.
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ELECTROHERMIT

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Re: Continuous Crashes on UV Maps
« Reply #3 on: May 30, 2017, 11:19:43 pm »

Hi Steve, thanks for popping in on this.

0. Diffuse and Ambient not locked
0. note: the .an8 would not load at all, tried 5 times, loaded next attempt only on restart of Windows.
1. ambient, diffuse, specular, emissive, normal, environmental maps are being used for teeth.
2. 12 maps in total are noted (teeth and gum) in the TEXTURE SELECTOR window as there are more for the gums. Metal braces need only environment map.
3. I'm using GLSL shaders
4. see attachments and PM - will try sphere alone

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Steve

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Re: Continuous Crashes on UV Maps
« Reply #4 on: May 30, 2017, 11:35:26 pm »

OK I found one problem: I'm querying the wrong value for the max number of textures supported. You are using 5 textures but part of my code is limiting it to 4 and, as you've seen, it doesn't render properly.

So until I can get this fixed, you need to limit your materials to a max of 4 textures.

For the nerds out there, I'm using GL_MAX_TEXTURE_UNITS which is for older OpenGL 1.3 uses. For GLSL shaders I need to use GL_MAX_TEXTURE_IMAGE_UNITS, among other things.

(That's one bright white tooth material :) )

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ELECTROHERMIT

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Re: Continuous Crashes on UV Maps
« Reply #5 on: May 31, 2017, 12:05:15 am »

Good news!!... fingers crossed that was it, exciting and quick.

OKAY, limit to 4 textures until next fix, easy enough.

Steve, I have question for you relating to this new 4 map limit discovery. Is the (library) list of linked UVmaps.jpg files seen in the TEXTURE SELECTOR window related to the 4 map limit? Or is it solely a matter of just limiting 4 maps within the SURFACE TEXTURE EDITOR window? I assume I can navigate to my local texture map folder and load up any number of jpg files in the TEXTURE SELECTOR editor, but need to restrict the number of maps assigned to the MATERIAL EDITOR / SURFACE property to just 4 jpgs. As an example, 1 map to Diffuse, 1 map to Specular, 1 map to Normal and the 4th to Environment.


Merci
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Steve

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Re: Continuous Crashes on UV Maps
« Reply #6 on: May 31, 2017, 12:16:39 am »

#100-010 - GLSL materials with more than 4 textures are broken.

It's a limit of 4 textures in a single surface. It's just a bug in my code that can miss cleaning up after rendering a material that uses more than 4 textures.

Unfortunately it's fairly complex to fix so I don't if I can get it fixed just now. I'm leaving for Italy Friday. If I don't get it fixed tomorrow or so it won't be done until I get back in early July :'(
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ELECTROHERMIT

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Re: Continuous Crashes on UV Maps
« Reply #7 on: May 31, 2017, 12:31:22 pm »

Stable today after reducing to 4 textures per surface. Have a great trip Steve.
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