Pawel Roth

paro

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Recent Forum Posts

Crash cause of (supposedly) opened file count. Solaris USD Feb. 2, 2026, 5:50 a.m.

This seems to be fixed by 21.0.462, "Fixed an issue with OpenEXR texture maps that might cause too many files to be open concurrently. With large numbers of textures, it was possible for the OpenImageIO texture cache to open too many texture files, leading to system instability." from Tue. September 2, 2025.

Any chance to have this fix for 20.5 build?

Crash cause of (supposedly) opened file count. Solaris USD Oct. 20, 2025, 5:31 a.m.

We already collcted all that. The issue is what to do with that information

Crash cause of (supposedly) opened file count. Solaris USD Oct. 19, 2025, 7:39 a.m.

Hello!
At my current workplace I coordinate efforts to move into usd. Artists started to encounter errors which I'm attaching as a collage of screenshots. It all leads to a fatal crash eventually.

1. Hou loosing icons
2. Hou cannot access svg icons cache
3. Hou cannot access UI elements or DLLs
4. Hou failing to save session down

Essenstially it complains about to many files being open. What all affected people (representing minority of studio) have in common is that they are looking at the same layout of assets: about 300 4K udims, couple thousand .tx bitmaps in total.
This is windows environment, and we read from server. We do not get close to 100GB of RAM.
To repro the error you have to launch Karma viewport render, wait for it to finish, start clicking at UI elements and wait for it to happen. First symptom is missing icons.

Best lead so far is that we are leaking handles, although we are not actually increasing their number indefinately. We reach 130K of them, including 120K being empty semaphores. Number of open files peaks at around 3.3K.

There is plenty of sussy things in this story but were you would recommend me to start sniffing? Creatively speaking, those pixels render just as intended.

Corrupted .tx'es? Karma waiting to long for network? Starts tracing righ away yet does it very slow while I suck 4Gbps for the first 10 seconds and 1Gbps for the remaining first render attempt since sesion start.

AI tells me that this amount of handles is abnormal, is it really? I could go down the path of optimizing udim count and .tx params like tile size, but hey, we wanna do big things too, I thought USD was made for it.

Any input appreciated!