Pawel Roth
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Recent Forum Posts
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!
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!
Curious Case of Infinite Shadows in Karma June 13, 2025, 3:35 p.m.
Hello.
There is a group of prims that I want to mark as shadowcatchers.
A caster is flying over those and, over the course of the shot, different objects are receiving the shadow.
Here is the issue:
if I don't mark those prims "-shadow" they are casting shadow on themselves.
If I do, the shadow from the caster appears on all catcher objects no matter whether or not they behind some o t h e r objects.
Like shooting at multiple layers of plywood panel. I would expect the bullet to stop at the first, but no, the bullet flies through all of them. (The bullet is the shadow)
I cannot explicitly remove some objects from receiving shadows since I don't know which ahead of time.
Can this be sorted with LPE?
There is a group of prims that I want to mark as shadowcatchers.
A caster is flying over those and, over the course of the shot, different objects are receiving the shadow.
Here is the issue:
if I don't mark those prims "-shadow" they are casting shadow on themselves.
If I do, the shadow from the caster appears on all catcher objects no matter whether or not they behind some o t h e r objects.
Like shooting at multiple layers of plywood panel. I would expect the bullet to stop at the first, but no, the bullet flies through all of them. (The bullet is the shadow)
I cannot explicitly remove some objects from receiving shadows since I don't know which ahead of time.
Can this be sorted with LPE?