Armory crashing with standard scene


#1

All I did was follow the Setup tutorial in the Armory Docs and my first problem arises.

I unpack it as suggested into a folder directly on C:.
Then I start it up (I actually renamed my 2.79 folder in my user prefernces so it does not use all the addons from my normal blender install)
I save the standard scene (cube, camera and lamp) to the same dev folder on C:, just to make sure there is no problem with restricted access and set the renderer to cycles.
Then I hit “Play in Viewport” and I see the bar in the top left corner fill to 50% and after a view more seconds the window jumps to (Not Responding) and stays that way until I forcefully end blender. Blender does not use any CPU performance when I look into the Windows Task Manager.

Any help is much appreciated because I have no idea where to even begin my search for the problem :(.

My setup is:
Intel i7 3770K
16GB RAM
Vega 64 8GB running on Driver 18.3.4
Windows 10 Pro 64bit 1709

EDIT: Rendering the scene in a separate window (F5) works fine.


#2

Sounds like the same issue reported here. Looks like the temporary fix is to turn the renderer to “Forward” rather then “Deferred”.


#3

Thank you for the tip but it also crashes when using the “Forward” renderer :(.


#4

Dang! Do you get anything out of the ordinary in the console when this happens? (You may want to add your experiences to that github issue as well.)


#5

No sadly the console stays silent. Its about 5 seconds after hitting the “Play in Viewport” button that blender becomes unresponsive. Happend to every scene (tried all the templates and tutorials on github) I loaded up so far, even though most of them run fine when started in a separate window (hitting F5).

Not so sure my problem is similar to the one from the link since I never got the “Play in Viewport” function to work.

But thank you for your effort, really apriciate it :).

EDIT: Just thought of something. Does blender have a log-file that could tell why it crashed?


#6

There is a log (except if you’re on Windows as is your case & mine) so little help in this situation I guess. :frowning: You may want to see if you get anything out of the ordinary by running blender from the command line with the --debug argument. I’ve done this a bit, and while I’ve found a GL Error that may be causing other issues, nothing stood out too me for my similar issue.


#7

Just run blender in debug mode and nothing really stands out. To me at least ;). Thanks for your help and maybe you can see something in this debug log.

Show Debug log

Switching to fully guarded memory allocator.
Blender 2.79 (sub 1)
Build: Sat 09/09/2017 02:33 PM Windows
argv[0] = blender.exe
argv[1] = --debug
read file C:\Development\Armory-0.3\2.79\config\userpref.blend
Version 279 sub 1 date 2017-09-09 12:29 hash 7c8a254
Read prefs: C:\Development\Armory-0.3\2.79\config\userpref.blend
read file C:\Development\Armory-0.3\2.79\config\startup.blend
Version 279 sub 0 date 2017-09-11 10:43 hash 5bd8ac9

ordered
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Development\Armory-0.3\2.79\python
blo_find_main: added new lib C:/Development/Armory-0.3/armsdk//armory/blender/data/arm_data.blend
read file C:\Development\Armory-0.3\armsdk\armory\blender\data\arm_data.blend
Version 279 sub 1 date unknown hash
ValueError: PME_OT_popup_panel.bl_property ‘item’ not found
Read blend: C:\Development\BlenderScenes\test\untitled.blend
read file C:\Development\BlenderScenes\test\untitled.blend
Version 279 sub 1 date 2017-09-09 12:29 hash 7c8a254

ordered
OBSuzanne
OBPlane
ED_undo_push: Node input modify
ED_undo_push: Node input modify

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.022020578384399414
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’]

ordered
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 2.6141204833984375
ED_undo_push: Add Lamp

ordered
OBSun
OBSuzanne
OBPlane

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.013011932373046875
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’, ‘–nohaxe’, ‘–noproject’]

ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-text.vert.glsl).
Compiling shader 4 of 8 (painter-image.frag.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-image.vert.glsl).
Compiling shader 7 of 8 (painter-video.vert.glsl).
Compiling shader 8 of 8 (painter-video.frag.glsl).
Done.
ED_undo_push: Rotate

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.01000833511352539
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’, ‘–nohaxe’, ‘–noproject’]

ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-text.frag.glsl).
Compiling shader 5 of 8 (painter-text.vert.glsl).
Compiling shader 6 of 8 (painter-image.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.010509967803955078
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–shaderversion’, ‘330’, ‘–to’, ‘build_untitled’]

ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-image.frag.glsl).
Compiling shader 3 of 8 (painter-image.vert.glsl).
Compiling shader 4 of 8 (painter-colored.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 2.508725881576538


#8

Hm, at least the separate window works. There have been issues with new nvidia pascal cards a while ago which I managed to fix, wonder if something is upsetting the Vega…:(. Will try to test.


#9

great thanks for your help and let me know if I can help you in any way with testing :).