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So the problem I have is that whenever I render something in blender, the entire program closes. Even when rendering the default scene (a cube, a light, and a camera). I am not sure why. I'm using blender 2.8 with Windows 7 on a Dell Latitude E630 with core i5 and 8gb ram, integrated graphics. When I press F12, a new window opens but then both the new window and blender immediately close.

Update: I tried debug mode and this is the message I got: Switching to fully guarded memory allocator. Blender 2.80 (sub 75) Build: 2019-07-29 09:44 AM Windows argv[0] = blender argv[1] = --debug argv[2] = --python-expr argv[3] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\Guest\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt') Read prefs: C:\Users\Guest\AppData\Roaming\Blender Foundation\Blender\2.80\config\userpref.blend read file Version 280 sub 39 date unknown hash unknown found bundled python: C:\Users\Guest\Desktop\Search\Blender\2.80\python Evaluate all animation - 1.000000 No Actions, so no animation needs to be evaluated... GPUShader: compile error: ===== shader string 1 ==== 1 #version 330 ===== shader string 2 ==== 2 #define GPU_FRAGMENT_SHADER ===== shader string 3 ==== 3 #extension GL_ARB_texture_gather: enable 4 #define GPU_ARB_texture_gather 5 #extension GL_ARB_texture_query_lod: enable ===== shader string 4 ==== 6 #define GPU_NVIDIA 7 #define OS_WIN ===== shader string 5 ==== 8 #define ESM 9 #define COPY ===== shader string 6 ==== 10 /* Copy the depth only shadowmap into another texture while converting

11 * to linear depth (or other storage method) and doing a 3x3 box filter. */

12

13 layout(std140) uniform shadow_render_block

14 {

15 /* Use vectors to avoid alignement padding. */

16 ivec4 shadowSampleCount;

17 vec4 shadowInvSampleCount;

18 vec4 filterSize;

19 int viewCount;

20 int baseId;

21 float cubeTexelSize;

22 float storedTexelSize;

23 float nearClip;

24 float farClip;

25 float exponent;

26 };

27

28 #ifdef CSM

29 uniform sampler2DArray shadowTexture;

30 #else

31 uniform samplerCube shadowTexture;

32 #endif

33

34 flat in int layerID;

35

36 #ifdef CSM

37 # define cascadeID layerID

38 #else

39 # define cascadeID 0

40 #endif

41

42 out vec4 FragColor;

43

44 #define linear_depth(z) \

45 ((nearClip * farClip) / (clamp(z, 0.0, 0.999999) * (nearClip - farClip) + farClip))

46

47 /* add bias so background filtering does not bleed into shadow map */

48 #define BACKGROUND_BIAS 0.05

49

50 #ifdef CSM

51 vec4 get_world_distance(vec4 depths, vec3 cos[4])

52 {

53 depths += step(vec4(0.9999), depths) * BACKGROUND_BIAS;

54 return clamp(

55 depths * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */

56 }

57

58 float get_world_distance(float depth, vec3 cos)

59 {

60 depth += step(0.9999, depth) * BACKGROUND_BIAS;

61 return clamp(

62 depth * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */

63 }

64

65 #else /* CUBEMAP */

66 vec4 get_world_distance(vec4 depths, vec3 cos[4])

67 {

68 depths = linear_depth(depths);

69 cos[0] = normalize(abs(cos[0]));

70 cos[1] = normalize(abs(cos[1]));

71 cos[2] = normalize(abs(cos[2]));

72 cos[3] = normalize(abs(cos[3]));

73 vec4 cos_vec;

74 cos_vec.x = max(cos[0].x, max(cos[0].y, cos[0].z));

75 cos_vec.y = max(cos[1].x, max(cos[1].y, cos[1].z));

76 cos_vec.z = max(cos[2].x, max(cos[2].y, cos[2].z));

77 cos_vec.w = max(cos[3].x, max(cos[3].y, cos[3].z));

78 return depths / cos_vec;

79 }

80

81 float get_world_distance(float depth, vec3 cos)

82 {

83 depth = linear_depth(depth);

84 cos = normalize(abs(cos));

85 float cos_vec = max(cos.x, max(cos.y, cos.z));

86 return depth / cos_vec;

87 }

88 #endif

89

90 /* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */

91 #define ln_space_prefilter_step(ref, sample) exp(sample - ref)

92 #define ln_space_prefilter_finalize(ref, sum) (ref + log(SAMPLE_WEIGHT * sum))

93

94 #define SAMPLE_WEIGHT 0.11111

95

96 #ifdef ESM

97 void prefilter(vec4 depths, float ref, inout float accum)

98 {

99 accum += dot(ln_space_prefilter_step(ref, depths), vec4(1.0));

100 }

101 #else /* VSM */

102 void prefilter(vec4 depths, float ref, inout vec2 accum)

103 {

104 vec4 depths_sqr = depths * depths;

105 accum += vec2(dot(vec4(1.0), depths), dot(vec4(1.0), depths_sqr)) * SAMPLE_WEIGHT;

106 }

107 #endif

108

109 #ifdef CSM

110 vec3 get_texco(vec2 uvs, vec2 ofs)

111 {

112 return vec3(uvs + ofs, float(cascadeID));

113 }

114 #else /* CUBEMAP */

115 const vec3 minorAxisX[6] = vec3[6](vec3(0.0f, 0.0f, -1.0f),

116 vec3(0.0f, 0.0f, 1.0f),

117 vec3(1.0f, 0.0f, 0.0f),

118 vec3(1.0f, 0.0f, 0.0f),

119 vec3(1.0f, 0.0f, 0.0f),

120 vec3(-1.0f, 0.0f, 0.0f));

121

122 const vec3 minorAxisY[6] = vec3[6](vec3(0.0f, -1.0f, 0.0f),

123 vec3(0.0f, -1.0f, 0.0f),

124 vec3(0.0f, 0.0f, 1.0f),

125 vec3(0.0f, 0.0f, -1.0f),

126 vec3(0.0f, -1.0f, 0.0f),

127 vec3(0.0f, -1.0f, 0.0f));

128

129 const vec3 majorAxis[6] = vec3[6](vec3(1.0f, 0.0f, 0.0f),

130 vec3(-1.0f, 0.0f, 0.0f),

131 vec3(0.0f, 1.0f, 0.0f),

132 vec3(0.0f, -1.0f, 0.0f),

133 vec3(0.0f, 0.0f, 1.0f),

134 vec3(0.0f, 0.0f, -1.0f));

135

136 vec3 get_texco(vec2 uvs, vec2 ofs)

137 {

138 uvs += ofs;

139 return majorAxis[layerID] + uvs.x * minorAxisX[layerID] + uvs.y * minorAxisY[layerID];

140 }

141 #endif

142

143 void main()

144 {

145 /* Copy the depth only shadowmap into another texture while converting

146 * to linear depth and do a 3x3 box blur. */

147

148 #ifdef CSM

149 vec2 uvs = gl_FragCoord.xy * storedTexelSize;

150 #else /* CUBEMAP */

151 vec2 uvs = gl_FragCoord.xy * cubeTexelSize * 2.0 - 1.0;

152 #endif

153

154 /* Center texel */

155 vec3 co = get_texco(uvs, vec2(0.0));

156 float depth = texture(shadowTexture, co).r;

157 depth = get_world_distance(depth, co);

158

159 if (filterSize[cascadeID] == 0.0) {

160 #ifdef ESM

161 FragColor = vec4(depth);

162 #else /* VSM */

163 FragColor = vec2(depth, depth * depth).xyxy;

164 #endif

165 return;

166 }

167

168 #ifdef ESM

169 float ref = depth;

170 float accum = 1.0;

171 #else /* VSM */

172 float ref = 0.0; /* UNUSED */

173 vec2 accum = vec2(depth, depth * depth) * SAMPLE_WEIGHT;

174 #endif

175

176 vec3 ofs = vec3(1.0, 0.0, -1.0) * filterSize[cascadeID];

177

178 vec3 cos[4];

179 cos[0] = get_texco(uvs, ofs.zz);

180 cos[1] = get_texco(uvs, ofs.yz);

181 cos[2] = get_texco(uvs, ofs.xz);

182 cos[3] = get_texco(uvs, ofs.zy);

183

184 vec4 depths;

185 depths.x = texture(shadowTexture, cos[0]).r;

186 depths.y = texture(shadowTexture, cos[1]).r;

187 depths.z = texture(shadowTexture, cos[2]).r;

188 depths.w = texture(shadowTexture, cos[3]).r;

189 depths = get_world_distance(depths, cos);

190 prefilter(depths, ref, accum);

191

192 cos[0] = get_texco(uvs, ofs.xy);

193 cos[1] = get_texco(uvs, ofs.zx);

194 cos[2] = get_texco(uvs, ofs.yx);

195 cos[3] = get_texco(uvs, ofs.xx);

196 depths.x = texture(shadowTexture, cos[0]).r;

197 depths.y = texture(shadowTexture, cos[1]).r;

198 depths.z = texture(shadowTexture, cos[2]).r;

199 depths.w = texture(shadowTexture, cos[3]).r;

200 depths = get_world_distance(depths, cos);

201 prefilter(depths, ref, accum);

202

203 #ifdef ESM

204 accum = ln_space_prefilter_finalize(ref, accum);

205 #endif

206 /* Clamp infinite sum. */

207 FragColor = vec2(clamp(accum, 0.0, 1e16)).xyxy;

208 }

0(207) : error C7011: implicit cast from "float" to "vec4"

GPUShader: compile error: ===== shader string 1 ==== 1 #version 330 ===== shader string 2 ==== 2 #define GPU_FRAGMENT_SHADER ===== shader string 3 ==== 3 #extension GL_ARB_texture_gather: enable 4 #define GPU_ARB_texture_gather 5 #extension GL_ARB_texture_query_lod: enable ===== shader string 4 ==== 6 #define GPU_NVIDIA 7 #define OS_WIN ===== shader string 5 ==== 8 #define ESM 9 #define COPY 10 #define CSM ===== shader string 6 ==== 11 /* Copy the depth only shadowmap into another texture while converting

12 * to linear depth (or other storage method) and doing a 3x3 box filter. */

13

14 layout(std140) uniform shadow_render_block

15 {

16 /* Use vectors to avoid alignement padding. */

17 ivec4 shadowSampleCount;

18 vec4 shadowInvSampleCount;

19 vec4 filterSize;

20 int viewCount;

21 int baseId;

22 float cubeTexelSize;

23 float storedTexelSize;

24 float nearClip;

25 float farClip;

26 float exponent;

27 };

28

29 #ifdef CSM

30 uniform sampler2DArray shadowTexture;

31 #else

32 uniform samplerCube shadowTexture;

33 #endif

34

35 flat in int layerID;

36

37 #ifdef CSM

38 # define cascadeID layerID

39 #else

40 # define cascadeID 0

41 #endif

42

43 out vec4 FragColor;

44

45 #define linear_depth(z) \

46 ((nearClip * farClip) / (clamp(z, 0.0, 0.999999) * (nearClip - farClip) + farClip))

47

48 /* add bias so background filtering does not bleed into shadow map */

49 #define BACKGROUND_BIAS 0.05

50

51 #ifdef CSM

52 vec4 get_world_distance(vec4 depths, vec3 cos[4])

53 {

54 depths += step(vec4(0.9999), depths) * BACKGROUND_BIAS;

55 return clamp(

56 depths * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */

57 }

58

59 float get_world_distance(float depth, vec3 cos)

60 {

61 depth += step(0.9999, depth) * BACKGROUND_BIAS;

62 return clamp(

63 depth * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */

64 }

65

66 #else /* CUBEMAP */

67 vec4 get_world_distance(vec4 depths, vec3 cos[4])

68 {

69 depths = linear_depth(depths);

70 cos[0] = normalize(abs(cos[0]));

71 cos[1] = normalize(abs(cos[1]));

72 cos[2] = normalize(abs(cos[2]));

73 cos[3] = normalize(abs(cos[3]));

74 vec4 cos_vec;

75 cos_vec.x = max(cos[0].x, max(cos[0].y, cos[0].z));

76 cos_vec.y = max(cos[1].x, max(cos[1].y, cos[1].z));

77 cos_vec.z = max(cos[2].x, max(cos[2].y, cos[2].z));

78 cos_vec.w = max(cos[3].x, max(cos[3].y, cos[3].z));

79 return depths / cos_vec;

80 }

81

82 float get_world_distance(float depth, vec3 cos)

83 {

84 depth = linear_depth(depth);

85 cos = normalize(abs(cos));

86 float cos_vec = max(cos.x, max(cos.y, cos.z));

87 return depth / cos_vec;

88 }

89 #endif

90

91 /* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */

92 #define ln_space_prefilter_step(ref, sample) exp(sample - ref)

93 #define ln_space_prefilter_finalize(ref, sum) (ref + log(SAMPLE_WEIGHT * sum))

94

95 #define SAMPLE_WEIGHT 0.11111

96

97 #ifdef ESM

98 void prefilter(vec4 depths, float ref, inout float accum)

99 {

100 accum += dot(ln_space_prefilter_step(ref, depths), vec4(1.0));

101 }

102 #else /* VSM */

103 void prefilter(vec4 depths, float ref, inout vec2 accum)

104 {

105 vec4 depths_sqr = depths * depths;

106 accum += vec2(dot(vec4(1.0), depths), dot(vec4(1.0), depths_sqr)) * SAMPLE_WEIGHT;

107 }

108 #endif

109

110 #ifdef CSM

111 vec3 get_texco(vec2 uvs, vec2 ofs)

112 {

113 return vec3(uvs + ofs, float(cascadeID));

114 }

115 #else /* CUBEMAP */

116 const vec3 minorAxisX[6] = vec3[6](vec3(0.0f, 0.0f, -1.0f),

117 vec3(0.0f, 0.0f, 1.0f),

118 vec3(1.0f, 0.0f, 0.0f),

119 vec3(1.0f, 0.0f, 0.0f),

120 vec3(1.0f, 0.0f, 0.0f),

121 vec3(-1.0f, 0.0f, 0.0f));

122

123 const vec3 minorAxisY[6] = vec3[6](vec3(0.0f, -1.0f, 0.0f),

124 vec3(0.0f, -1.0f, 0.0f),

125 vec3(0.0f, 0.0f, 1.0f),

126 vec3(0.0f, 0.0f, -1.0f),

127 vec3(0.0f, -1.0f, 0.0f),

128 vec3(0.0f, -1.0f, 0.0f));

129

130 const vec3 majorAxis[6] = vec3[6](vec3(1.0f, 0.0f, 0.0f),

131 vec3(-1.0f, 0.0f, 0.0f),

132 vec3(0.0f, 1.0f, 0.0f),

133 vec3(0.0f, -1.0f, 0.0f),

134 vec3(0.0f, 0.0f, 1.0f),

135 vec3(0.0f, 0.0f, -1.0f));

136

137 vec3 get_texco(vec2 uvs, vec2 ofs)

138 {

139 uvs += ofs;

140 return majorAxis[layerID] + uvs.x * minorAxisX[layerID] + uvs.y * minorAxisY[layerID];

141 }

142 #endif

143

144 void main()

145 {

146 /* Copy the depth only shadowmap into another texture while converting

147 * to linear depth and do a 3x3 box blur. */

148

149 #ifdef CSM

150 vec2 uvs = gl_FragCoord.xy * storedTexelSize;

151 #else /* CUBEMAP */

152 vec2 uvs = gl_FragCoord.xy * cubeTexelSize * 2.0 - 1.0;

153 #endif

154

155 /* Center texel */

156 vec3 co = get_texco(uvs, vec2(0.0));

157 float depth = texture(shadowTexture, co).r;

158 depth = get_world_distance(depth, co);

159

160 if (filterSize[cascadeID] == 0.0) {

161 #ifdef ESM

162 FragColor = vec4(depth);

163 #else /* VSM */

164 FragColor = vec2(depth, depth * depth).xyxy;

165 #endif

166 return;

167 }

168

169 #ifdef ESM

170 float ref = depth;

171 float accum = 1.0;

172 #else /* VSM */

173 float ref = 0.0; /* UNUSED */

174 vec2 accum = vec2(depth, depth * depth) * SAMPLE_WEIGHT;

175 #endif

176

177 vec3 ofs = vec3(1.0, 0.0, -1.0) * filterSize[cascadeID];

178

179 vec3 cos[4];

180 cos[0] = get_texco(uvs, ofs.zz);

181 cos[1] = get_texco(uvs, ofs.yz);

182 cos[2] = get_texco(uvs, ofs.xz);

183 cos[3] = get_texco(uvs, ofs.zy);

184

185 vec4 depths;

186 depths.x = texture(shadowTexture, cos[0]).r;

187 depths.y = texture(shadowTexture, cos[1]).r;

188 depths.z = texture(shadowTexture, cos[2]).r;

189 depths.w = texture(shadowTexture, cos[3]).r;

190 depths = get_world_distance(depths, cos);

191 prefilter(depths, ref, accum);

192

193 cos[0] = get_texco(uvs, ofs.xy);

194 cos[1] = get_texco(uvs, ofs.zx);

195 cos[2] = get_texco(uvs, ofs.yx);

196 cos[3] = get_texco(uvs, ofs.xx);

197 depths.x = texture(shadowTexture, cos[0]).r;

198 depths.y = texture(shadowTexture, cos[1]).r;

199 depths.z = texture(shadowTexture, cos[2]).r;

200 depths.w = texture(shadowTexture, cos[3]).r;

201 depths = get_world_distance(depths, cos);

202 prefilter(depths, ref, accum);

203

204 #ifdef ESM

205 accum = ln_space_prefilter_finalize(ref, accum);

206 #endif

207 /* Clamp infinite sum. */

208 FragColor = vec2(clamp(accum, 0.0, 1e16)).xyxy;

209 }

0(208) : error C7011: implicit cast from "float" to "vec4"

Error : EXCEPTION_ACCESS_VIOLATION Address : 0x0000000140D4B354 Module : C:\Users\Guest\Desktop\Search\Blender\blender.exe

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  • 1
    $\begingroup$ you can eventually pin down your problem, when you start Blender in Debug-Mode as stated here: blender.stackexchange.com/questions/153013/… 8 GByte Ram seems a bit low, or maybe your graphics card cant handle GPU Rendering so you have to switch to CPU Rendering in pref's. please provide more Information and eventually try a different build download.blender.org/release $\endgroup$ – Master Heavy Oct 21 at 11:36
  • $\begingroup$ Rendering in Blender worked fine in 2.79, so 8gb should be enough unless Blender system requirements changed... I'll try debug mode, hopefully fixes the problem. $\endgroup$ – Walli Oct 21 at 23:52
  • $\begingroup$ Unfortunately 2.80 requires more ram than 2.79, changes have been made that use more ram to get better performance, but I would expect the default scene to render in 8G. Have you started with factory settings when rendering the default scene? Using cycles and evee? $\endgroup$ – sambler Oct 27 at 9:44

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