
Enrique De la Garza
edlgm
About Me
CG Supervisor by day, Amateur Character Artist and Pipeline Dev by night
専門知識
CG Supervisor
業界:
Advertising / Motion Graphics | Design
Connect
LOCATION
Los Angeles,
United States
ウェブサイト
Houdini Engine
Availability
I am currently employed at Frame48
Recent Forum Posts
Does Houdini "over-commit" Memory? Memory allocation error 2025年9月17日13:53
mtucker
The most common thing I've seen leading to this kind of situation is (sometimes unintentional) caching within the LOP network. As an example, we recently got a bug submission where the Motion Blur LOP was causing memory bloat like this. It was an incorrect setting on the Cache LOP inside that HDA, which has now been fixed. So maybe look for Cache LOPs and Cache SOPs (especially ones buried inside HDAs).
Another interesting data point would be to know if you can reproduce without using Karma. This would help localize the problem to either being Karma causing the bloat or LOPs causing the bloat.
Would you mind sharing what the incorrect setting on the Cache LOP is? We do have a couple of HDAs with cache LOPs inside, but none of those run during the session until we trigger an export. I'll try to make a simple scene to see if i can reproduce, I might be able to just make a loop that continuously swaps a usd reference to a new file (I noticed this same issue was happening when I was batch processing some assets in a loop)
Does Houdini "over-commit" Memory? Memory allocation error 2025年9月16日20:10
We've been experiencing the same issue at the studio. Haven't been able to pinpoint what causes this, but sometimes houdini seems to be increasing and accumulating RAM every time the stage gets loaded or small edits like transforms get dropped in, sometimes even if nothing on the stage itself has changed and the only thing that gets launched is Karma.
Example, we load in a USD asset made up of 50 other USD referenced assets, this consumes 15gb. After a few minutes switching viewports, launching KarmaXPU, moving some lights around. This can grow up to 100+ Gb until the system runs out of memory. Nothing we do seems to be able to flush the memory other than fully closing the houdini instance, not even deleting the entire scene or doing File-> New. We have to close the entire houdini session for it to release.
It is difficult to provide a hip file since (studio assets) but also it is hard to recreate since it happens 50% of the time we open a scene.
Example, we load in a USD asset made up of 50 other USD referenced assets, this consumes 15gb. After a few minutes switching viewports, launching KarmaXPU, moving some lights around. This can grow up to 100+ Gb until the system runs out of memory. Nothing we do seems to be able to flush the memory other than fully closing the houdini instance, not even deleting the entire scene or doing File-> New. We have to close the entire houdini session for it to release.
It is difficult to provide a hip file since (studio assets) but also it is hard to recreate since it happens 50% of the time we open a scene.
USD preview surface infinite drawing/Material Setup on stage 2025年9月2日20:46
We've been experiencing a weird issue when loading a bunch of USD assets onto a scene that contain a usd preview surface material set to preview purpose, where the viewport is constantly drawing and seems to be hung up on the USD Stage Material setup. It's been difficult to pinpoint what triggers this, at the moment it's random and sometimes switching desktops or labs resetting the viewport fixes the problem, on other times we just have to close the scene.
This gets really problematic when we have a scene with 100+ assets, turning textures off on viewport doesn't help. The only other solution is to drop a unassign material LOP node. Once this issue happens even if I try to reference in a single asset the same thing happens, So I don't think its anything specific to having an assembly of usd assets.
Could this have anything to do with the assets having textures on a network drive? Unfortunately can't share a scene because of local studio assets but can attach a screenshot of the way all of the assets are structured.
If anyone else has experienced this I would love to hear your input!
This gets really problematic when we have a scene with 100+ assets, turning textures off on viewport doesn't help. The only other solution is to drop a unassign material LOP node. Once this issue happens even if I try to reference in a single asset the same thing happens, So I don't think its anything specific to having an assembly of usd assets.
Could this have anything to do with the assets having textures on a network drive? Unfortunately can't share a scene because of local studio assets but can attach a screenshot of the way all of the assets are structured.
If anyone else has experienced this I would love to hear your input!