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
https://blender.stackexchange.com/questions/153013/in-2-8-blender-crashes-while-rendering-trees/153064#153064 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 https://download.blender.org/release/ – Master Heavy Oct 21 '19 at 11:36