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i got a crash when use displacement with render geo setting,

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  • i got a crash when use displacement with render geo setting,

    i got a crash when use displacement with render geo setting, everytime when use on this geo.

    anything wrong with this build?

    Code:
    Crash report from jirawut; Houdini FX Version 19.0.455 [linux-x86_64-gcc9.3]
    Uptime 380 seconds
    Sat Dec 10 19:15:49 2022
    Caught signal 11
    
    Traceback from 23669 ThreadId=0x7f565ebff700
    AP_Interface::si_CrashHandler::handledSignal(UTsignalHandlerArg) <libHoudiniUI.so>
    signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
    UT_Signal::UT_ComboSignalHandler::operator()(int, siginfo_t*, void*) const <libHoudiniUT.so>
    UT_Signal::processSignal(int, siginfo_t*, void*) <libHoudiniUT.so>
    _L_unlock_13 <libpthread.so.0>
    _init <libvray_GeomStaticDisplacedMesh.so>
    _init <libvray_GeomStaticDisplacedMesh.so>
    operator delete[](void*, std::nothrow_t const&) <libvray_GeomStaticDisplacedMesh.so>
    operator delete[](void*, std::nothrow_t const&) <libvray_GeomStaticDisplacedMesh.so>
    operator delete[](void*, std::nothrow_t const&) <libvray_GeomStaticDisplacedMesh.so>
    operator delete[](void*, std::nothrow_t const&) <libvray_GeomStaticDisplacedMesh.so>
    getLibDesc <libvray_GeomStaticDisplacedMesh.so>
    operator delete[](void*, std::nothrow_t const&) <libvray.so>
    QThread::setTerminationEnabled(bool) <libQt5Core.so.5>
    start_thread <libpthread.so.0>
    __clone <libc.so.6>
    
    Traceback from 23669 ThreadId=0x7f57975a2ec0
    AP_Interface::coreDumpChaser(UTsignalHandlerArg) <libHoudiniUI.so>
    AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) <libHoudiniUI.so>
    signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
    UT_Signal::UT_ComboSignalHandler::operator()(int, siginfo_t*, void*) const <libHoudiniUT.so>
    UT_Signal::processSignal(int, siginfo_t*, void*) <libHoudiniUT.so>
    _L_unlock_13 <libpthread.so.0>
    __pthread_cond_timedwait <libpthread.so.0>
    VRayImage_compressToPngFile <libVRaySDKLibrary.so>
    VRay_getNumProcessors <libVRaySDKLibrary.so>
    VRay_getNumProcessors <libVRaySDKLibrary.so>
    VRay_getNumProcessors <libVRaySDKLibrary.so>
    pxrInternal_v0_21__pxrReserved__::HdVRayRenderDelegate::CommitResources(pxrInternal_v0_21__pxrReserved__::HdChangeTracker*) <hdVRay.so>
    pxrInternal_v0_21__pxrReserved__::HdEngine::Execute(pxrInternal_v0_21__pxrReserved__::HdRenderIndex*, std::vector<std::shared_ptr<pxrInternal_v0_21__pxrReserved__::HdTask>, std::allocator<std::shared_ptr<pxrInternal_v0_21__pxrReserved__::HdTask> > >*) <libpxr_hd.so>
    pxrInternal_v0_21__pxrReserved__::XUSD_ImagingEngineGL::_Execute(pxrInternal_v0_21__pxrReserved__::UsdImagingGLRenderParams const&, std::vector<std::shared_ptr<pxrInternal_v0_21__pxrReserved__::HdTask>, std::allocator<std::shared_ptr<pxrInternal_v0_21__pxrReserved__::HdTask> > >, bool) <USD_UI.so>
    pxrInternal_v0_21__pxrReserved__::XUSD_ImagingEngineGL::CompleteRender(pxrInternal_v0_21__pxrReserved__::XUSD_ImagingRenderParams const&, bool) <USD_UI.so>
    HUSD_Imaging::finishRender(bool) <libHoudiniUSD.so>
    HUSD_Imaging::checkRender(bool) <libHoudiniUSD.so>
    jedi_UsdNonNative::beautyRender(RE_Render*, GUI_DisplayOption&, GR_ShadingPass, GR_AlphaPass, GR_RenderMode, GR_RenderFlags) <libHoudiniAPPS3.so>
    DM_VPortAgent::renderSingleGeo(RE_Render*, GUI_GeoRender*, GR_RenderMode, GR_ShadingPass, GR_AlphaPass, bool, bool) <libHoudiniAPPS3.so>
    DM_VPortAgent::renderGeometry(RE_Render*, GR_RenderMode, GR_ShadingPass, GR_AlphaPass, OP_Bundle*, DM_GeoSortMode) <libHoudiniAPPS3.so>
    DM_VPortAgent::normalQualityRender(RE_Render*, GUI_DisplayOption*, GR_AlphaPass, DM_GeoSortMode, UT_Array<GUI_DetailLook*> const*) <libHoudiniAPPS3.so>
    DM_VPortAgent::renderBeautyPass(RE_Render*, int, int, GUI_DisplayOption*, bool&) <libHoudiniAPPS3.so>
    DM_VPortAgent::renderSceneView(RE_Render*, int, int)::{lambda()#1}::operator()() const <libHoudiniAPPS3.so>
    tbb::interface7::internal::task_arena_base::internal_execute(tbb::interface7::internal::delegate_base&) const <libtbb.so.2>
    TBBPROXY_TaskArenaExecute <libTBBPROXY.so>
    DM_VPortAgent::renderSceneView(RE_Render*, int, int) <libHoudiniAPPS3.so>
    DM_VPortAgent::renderViewport(RE_Render*, int, int) <libHoudiniAPPS3.so>
    DM_VPortAgent::doRender(RE_Render*, int, int) <libHoudiniAPPS3.so>
    DM_Viewport::doRender(RE_Render*, int, int) <libHoudiniAPPS3.so>
    UI_Feel::renderMe(RE_Render*, int, int) <libHoudiniUI.so>
    UI_Feel::doRenderKids(RE_Render*, int, int) <libHoudiniUI.so>
    UI_Feel::doRender(RE_Render*, int, int) <libHoudiniUI.so>
    UI_Feel::renderMe(RE_Render*, int, int) <libHoudiniUI.so>
    UI_Feel::doRenderKids(RE_Render*, int, int) <libHoudiniUI.so>
    UI_Feel::doRender(RE_Render*, int, int) <libHoudiniUI.so>
    UI_Viewport::reRender(RE_Render*, bool) <libHoudiniUI.so>
    UI_Window::renderChildViews(RE_Render*) <libHoudiniUI.so>
    UI_Window::doRedrawSubclass() <libHoudiniUI.so>
    dm_ViewLayoutWindow::doRedrawSubclass() <libHoudiniAPPS3.so>
    UI_Window::doRedraw() <libHoudiniUI.so>
    UI_Queue::doWindowRedraws() <libHoudiniUI.so>
    UI_Queue::drain() <libHoudiniUI.so>
    UI_Queue::eventLoop() <libHoudiniUI.so>
    main <libHoudiniUI.so>
    __libc_start_main <libc.so.6>
    main <houdini-bin>​
    Lighting / LookDev / Comp
    https://www.linkedin.com/in/jirawut-kemglad/
    Lastest Reel:
    https://vimeo.com/user12521789

  • #2
    > anything wrong with this build?

    Well, if it crashes then yes, smth is wrong.
    Could you pls attach a .hip file that crashes for you?
    Could you pls also try some latest build just in case it's some particular build that was broken.
    Last edited by bdancer; 11-12-2022, 04:55 AM.
    V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
    andrei.izrantcev@chaos.com
    Support Request

    Comment


    • #3
      Originally posted by bdancer View Post
      > anything wrong with this build?

      Well, if it crashes then yes, smth is wrong.
      Could you pls attach a .hip file that crashes for you?
      Could you pls also try some latest build just in case it's some particular build that was broken.
      Hi,
      i sent you my hip via email you can check.
      by the way i already try another build and it work without crash now.

      Thanks,
      -M.
      Lighting / LookDev / Comp
      https://www.linkedin.com/in/jirawut-kemglad/
      Lastest Reel:
      https://vimeo.com/user12521789

      Comment

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