Hi,
Im having an issue with the render gallery snapshot on a custom desktop layout.
If i use the default Solaris desktop then it works fine however when using a custom one (I have scene view torn off and on a different monitor) it says "failed to save image".
Im not sure what im doing wrong. If i revert to the default desktop layout its fine.
Can someone help?
Thanks
- Chris
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Houdini Indie and Apprentice » Render gallery won't snapshot
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- nononsenseLondon
- 1 posts
- Offline
Technical Discussion » OpenCL Exeption Nvidia RTX A5000.
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- Vivimagic
- 12 posts
- Offline
I have a simple set up for pyro smoke.
When I am using MinimalOpenCL I get this error, any way to fix this please?
I do have quite a few OpenCL issues from my workstation, do I need to set something up?
Driver: version 528.49 on Windows 10.
When I am using MinimalOpenCL I get this error, any way to fix this please?
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_NDRANGE_KERNEL on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_MAP_BUFFER on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueMapBuffer (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_MAP_BUFFER on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueMapBuffer (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_MAP_BUFFER on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueMapBuffer (-4)
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_NDRANGE_KERNEL on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_NDRANGE_KERNEL on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_NDRANGE_KERNEL on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_NDRANGE_KERNEL on NVIDIA RTX A5000 (Device 0).
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Exception: clEnqueueNDRangeKernel (-4)
OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_NDRANGE_KERNEL on NVIDIA RTX A5000 (Device 0).
11692:
Saving application data to C:/Users/aglover/AppData/Local/Temp/houdini_temp/crash.FILENAME.hip
I do have quite a few OpenCL issues from my workstation, do I need to set something up?
Driver: version 528.49 on Windows 10.
Edited by Vivimagic - Nov. 6, 2023 07:29:47
Houdini Engine for Unreal » the boxes input into the existing HDA disappear
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- gallerykim
- 36 posts
- Offline
I'm working on creating assets from boxes in Unreal Engine 5 using HDA.
I'm selecting multiple boxes within a single HDA to work on, and I end up with several HDAs created in this way.
I think I need to create an HDA for each grid to use World Partition.
However, sometimes when I repeat the same process, the boxes input into the existing HDA disappear, and I have to redo the work. Why does this happen?
And Is there a limit to the number of boxes that can be input? When I input many boxes into a single HDA, it sometimes stops working.
I'm selecting multiple boxes within a single HDA to work on, and I end up with several HDAs created in this way.
I think I need to create an HDA for each grid to use World Partition.
However, sometimes when I repeat the same process, the boxes input into the existing HDA disappear, and I have to redo the work. Why does this happen?
And Is there a limit to the number of boxes that can be input? When I input many boxes into a single HDA, it sometimes stops working.
Edited by gallerykim - Nov. 6, 2023 03:17:02
Technical Discussion » Help! Pyro FX Shelf Tools won't render with Karma ROP
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- MamaYaga
- 33 posts
- Offline
Hi all! Has anyone been successful in getting Pyro FX Shelf Tools to render with the Karma ROP? (NOT Solaris/LOPs Network pipeline)
If I make a pyro sim from scratch (Pyro Source / Volume Rasterize Attributes / Pyro Solver / Pyro Bake Volume), both fire and smoke render great! (As long as I remember to apply the MtlX Pyro Preview material)
However, if I use any of the Shelf Tools and apply the MtlX Pyro Preview to them, most of the time they refuse to show up in the Karma Viewport and/or Mplay. (Or they'll show up, and then disappear again - it's extremely confusing!)
If I use SOP Create to import the same Shelf Tools into a LOPs Network, apply the MtlX Pyro Preview material THERE and then attach a ROP Render node, or a Labs Karma node, then everything renders great - so I know Karma CAN render the Shelf Tools, it just refuses to do so outside the LOPs Network.
Any suggestions? (BTW, if anyone wonders why I'm not using the LOPs Network/Solaris, it's because I'm teaching a beginners Houdini class, and didn't want to spring a whole new workflow onto my students halfway through the semester, when they've only just gotten somewhat used to the regular Houdini interface)
If I make a pyro sim from scratch (Pyro Source / Volume Rasterize Attributes / Pyro Solver / Pyro Bake Volume), both fire and smoke render great! (As long as I remember to apply the MtlX Pyro Preview material)
However, if I use any of the Shelf Tools and apply the MtlX Pyro Preview to them, most of the time they refuse to show up in the Karma Viewport and/or Mplay. (Or they'll show up, and then disappear again - it's extremely confusing!)
If I use SOP Create to import the same Shelf Tools into a LOPs Network, apply the MtlX Pyro Preview material THERE and then attach a ROP Render node, or a Labs Karma node, then everything renders great - so I know Karma CAN render the Shelf Tools, it just refuses to do so outside the LOPs Network.
Any suggestions? (BTW, if anyone wonders why I'm not using the LOPs Network/Solaris, it's because I'm teaching a beginners Houdini class, and didn't want to spring a whole new workflow onto my students halfway through the semester, when they've only just gotten somewhat used to the regular Houdini interface)
3rd Party » Multi Wheel RigidBody Simulator HDA
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- e_noni
- 11 posts
- Offline
Multi Wheel RBD Simulator is a Houdini HDA (Digital Asset) for driving and capture (live in the viewport) multi axle vehicle movement via XBOX Controller.

Available on Gumroad: https://enoni.gumroad.com/l/rbd_car_hda [enoni.gumroad.com]

Plenty of options to define the axle count and shape of the car, ground, physics behaviour, steering angles, front/back/all wheel drive and a lot more.

Example of a 2-axle geo binding with a Jeep model.
Example scene (included) with a rough Scifi-Spacerover model.
Available on Gumroad: https://enoni.gumroad.com/l/rbd_car_hda [enoni.gumroad.com]
Plenty of options to define the axle count and shape of the car, ground, physics behaviour, steering angles, front/back/all wheel drive and a lot more.
Example of a 2-axle geo binding with a Jeep model.
Example scene (included) with a rough Scifi-Spacerover model.
Edited by e_noni - Nov. 3, 2023 08:53:01
Houdini Indie and Apprentice » Need some help to get rid of weird shadow in output images
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- airbetki
- 1 posts
- Offline
Hi.
I've just started to learn Houdini and really new here.
I need some help to solve this problem I've got when I rendered the scene.
I have a strange shadow in my images after rendering and I want to get rid of it but I don't know what caused the shadow.
It doesn't seem to occur when I look at the render view, but for some reason it only occurs in the output image.
I've just started to learn Houdini and really new here.
I need some help to solve this problem I've got when I rendered the scene.
I have a strange shadow in my images after rendering and I want to get rid of it but I don't know what caused the shadow.
It doesn't seem to occur when I look at the render view, but for some reason it only occurs in the output image.
Technical Discussion » why is the size of the hair much smaller than the guides?
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- AaDii
- 9 posts
- Offline
Hello guys, why is the size of the hair much smaller than the guides? What settings should I change?
Technical Discussion » hou.fileReferences() and LOPs
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- adlabac
- 21 posts
- Offline
Hi,
I would expect that using hou.fileReferences() function will return also Reference and Sublayer LOPs in it's results but it's not.
Is this wanted behavior or it is rather bug?
Thanks
AD
I would expect that using hou.fileReferences() function will return also Reference and Sublayer LOPs in it's results but it's not.
Is this wanted behavior or it is rather bug?
Thanks
AD
Technical Discussion » Multiple vellum objects interaction
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- helloalirigby
- 1 posts
- Offline
I am still new to vellum and i havent quite understood how to make different objects interact.

I'm trying to get a string (hair constraint) to interact with a rigid-body-like (shape match) object, but for whatever reason they wont collide. Even two rigid bodys wont collide.
I'm assuming I need to give them different IDs or something, but I dont know how. Any help appreciated.


A

I'm trying to get a string (hair constraint) to interact with a rigid-body-like (shape match) object, but for whatever reason they wont collide. Even two rigid bodys wont collide.
I'm assuming I need to give them different IDs or something, but I dont know how. Any help appreciated.


A
Houdini Engine for Unreal » Instancers set to an existing Foliage Type not work in UE4
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- Zanple
- 2 posts
- Offline
Hi.
I'm on Houdini 19.5.752 and UE4.27. And I am trying to generate foliage in a scene using Houdini Engine's Instancer, but I am unable to generate foliage using existing foliage types as described in the documentation. After baking, it always creates a new Static Mesh type of Foliage Type.
I've tested this in a simplistic project with the most basic HDA, HDA outputs 5 points, and each point has "unreal_foliage = 1" detail attribute and "unreal_instance = FoliageType_InstancedStaticMesh'/Game/Cube_FoliageType.Cube_FoliageType'" point attribute.
When I tested in UE4.27, the result after baking always creates a new Foliage Type, but it work in UE5.2.1 , it's generated what Foliage Type I set up and have not create a new one.
Is it possible to merge the fixes for UE5 into Houdini Engine for UE4.27? Help would be greatly appreciated.
I'm on Houdini 19.5.752 and UE4.27. And I am trying to generate foliage in a scene using Houdini Engine's Instancer, but I am unable to generate foliage using existing foliage types as described in the documentation. After baking, it always creates a new Static Mesh type of Foliage Type.
I've tested this in a simplistic project with the most basic HDA, HDA outputs 5 points, and each point has "unreal_foliage = 1" detail attribute and "unreal_instance = FoliageType_InstancedStaticMesh'/Game/Cube_FoliageType.Cube_FoliageType'" point attribute.
When I tested in UE4.27, the result after baking always creates a new Foliage Type, but it work in UE5.2.1 , it's generated what Foliage Type I set up and have not create a new one.
Is it possible to merge the fixes for UE5 into Houdini Engine for UE4.27? Help would be greatly appreciated.
Technical Discussion » Scattering points in a band around a hollow object
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- existentialog
- 4 posts
- Offline
Hello Houdini Cracks 🙂
I am once again struggling with something that appears seemingly simple from the outside so I wanted to ask for your expertise.
My goal is to create a force field based collider around an object.
Because if I have an actual geometry collider around it and I release it the particles move outside of it very abruptly and I want the dissolving of the collision to happen super smooth and gradual.
But the main problem I run into is that Houdini seems to be very specific about Volumes being hollow. I do not even manage to scatter points only in the band around the hollow part of the sphere. It always scatters them inside the geo as it was filled.
I found this reddit post which is supposingly dealing with a very similar question but has no answer to it.
https://www.reddit.com/r/Houdini/comments/uaxhwj/vellum_grain_from_hollow_geometry/ [www.reddit.com]
Any tips on how I could build a forcefield that goes all around an object in a band but that doesn't affect the rest of the interior?
Thanks a lot in advance.
I am once again struggling with something that appears seemingly simple from the outside so I wanted to ask for your expertise.
My goal is to create a force field based collider around an object.
Because if I have an actual geometry collider around it and I release it the particles move outside of it very abruptly and I want the dissolving of the collision to happen super smooth and gradual.
But the main problem I run into is that Houdini seems to be very specific about Volumes being hollow. I do not even manage to scatter points only in the band around the hollow part of the sphere. It always scatters them inside the geo as it was filled.
I found this reddit post which is supposingly dealing with a very similar question but has no answer to it.
https://www.reddit.com/r/Houdini/comments/uaxhwj/vellum_grain_from_hollow_geometry/ [www.reddit.com]
Any tips on how I could build a forcefield that goes all around an object in a band but that doesn't affect the rest of the interior?
Thanks a lot in advance.
Edited by existentialog - Nov. 2, 2023 07:23:22
Technical Discussion » Render Turns Black
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- ngerbens
- 2 posts
- Offline
Hi there,
When I create a simple scene with for instance a sphere, setup a camera, put on some light everything renders well, but after changing a few settings like camera transform, the render turns completely black, in ALL render views (cam1, ROP cam, ect). Command Z won't help, everything in the render view stays black, and I have to recreate a new scene.
As I'm fairly new to Houdini this is not giving me a trustworthy feeling, I know there are lots of parameters to be set right, but I have the feeling this is some kind of bug. But then again since I'm a newbe; maybe it's my setup?
EDIT: When I changed my FILENAME it suddenly rendered like a charm?
Any ideas why this might happen?
(Houdini Indie, Mac Studio Max M2)
When I create a simple scene with for instance a sphere, setup a camera, put on some light everything renders well, but after changing a few settings like camera transform, the render turns completely black, in ALL render views (cam1, ROP cam, ect). Command Z won't help, everything in the render view stays black, and I have to recreate a new scene.
As I'm fairly new to Houdini this is not giving me a trustworthy feeling, I know there are lots of parameters to be set right, but I have the feeling this is some kind of bug. But then again since I'm a newbe; maybe it's my setup?
EDIT: When I changed my FILENAME it suddenly rendered like a charm?
Any ideas why this might happen?
(Houdini Indie, Mac Studio Max M2)
Technical Discussion » How to register if a user interrupts caching in python?
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- AlexOddbratt_CPHVFX
- 27 posts
- Offline
I have a python script that runs the pressButton function on a usd rop in order to cache out a shot usd.
I'm now trying to figure out how to capture if the user interrupts/aborts the cooking process so as to stop the rest of my code from executing.
Does anyone perhaps have a simple example of how I would go about doing this?
I'm now trying to figure out how to capture if the user interrupts/aborts the cooking process so as to stop the rest of my code from executing.
Does anyone perhaps have a simple example of how I would go about doing this?
Solaris and Karma » GL display of background image with pixel ratio other than 1
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- Tanto
- 534 posts
- Offline
Any way to correctly display a background image with a pixel ratio other than 1 in GL? I can get it to work in Karma by scaling it in the background_iprfilter render setting, but I'd like to know if there's a wat to fix it in GL with the houdini:backgroundimage camera property.
Technical Discussion » ObjectMerge and Textures/Marterials
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- tomtm
- 133 posts
- Offline
Hi,
I imported an .FBX file and it's displayed textured in the viewport.
As soon I try to import in a geo node via objectmerge, materials get lost.
I couldn't find a way. Is there a workaround?
Thanks Tom
I imported an .FBX file and it's displayed textured in the viewport.
As soon I try to import in a geo node via objectmerge, materials get lost.
I couldn't find a way. Is there a workaround?
Thanks Tom
Technical Discussion » Selection tool defaults
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- Mike_A
- 375 posts
- Offline
Is it possible to change the selection tool default settings (obj/geometry context)?
Specifically: I'd like to change the default box selection to brush selection, and set "Select visible geometry only" to on.
Specifically: I'd like to change the default box selection to brush selection, and set "Select visible geometry only" to on.
Edited by Mike_A - Nov. 1, 2023 13:10:28
3rd Party » How do I add motion blur with octane?
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- onmandas
- 2 posts
- Online
Hey guys! I want to export an alembic filled with particles and add motion blur to cinema 4d with octane. Though, the motion blur is not applied for some reason!
Does anyone know how to fix that?
Does anyone know how to fix that?
Edited by chrism - Nov. 1, 2023 10:57:57
Technical Discussion » Ocean tank with spherical/ripple waves
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- onmandas
- 2 posts
- Online
Hey, hope everyone is well.
I am having trouble creating a custom wave velocity to feed in the wavetank of a guided ocean.
I need spherical-ripple like waves that start from the center and expand outwards. Please see attatched screenshot.
Thanks for your time!
I am having trouble creating a custom wave velocity to feed in the wavetank of a guided ocean.
I need spherical-ripple like waves that start from the center and expand outwards. Please see attatched screenshot.
Thanks for your time!
Houdini Lounge » Forum Etiquette
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- chrism
- 2596 posts
- Offline
Hey ho! I thought it might be useful to post a few guidelines on posting to the forums here at sidefx.com.
1) Post something better than a bot. If the entirety of your post is 'nice work' or 'same problem here' or any other phrase that could be tacked onto any thread, it's not really adding to the conversation in a meaningful way. If you have a real compliment on someone's work or advice, use your words and say why you like it or why it was helpful. Obvious bumps to a thread are just lazy. If it's your first forum post ever, it will be rejected. It's the kind of post a bot/spammer would do. Using ChatGPT to write your post is also something a bot would do and is also a good way to get banned.
2) Be civil. You can have productive discussions and even disagreements while being civil, but if you start calling people or their opinions childish, naïve, ignorant, stupid, or any other insult, * Pulls out banhammer * you will be banned. We've had a few good discussions go off the rails and get locked down and it's not something I enjoy doing.
3) Don't argue about which software is better. Every piece of software out there has it's strengths and weaknesses. Accept it and move on. Arguments about it are tiresome and nobody needs to see that.
4) If you've got a bug or suggestion, log it. Don't write a forum post about it. That message at the top of every forum that says READ THIS FIRST? Please read it if you want your bug or suggestion to actually be tracked and assigned to someone to work on. https://www.sidefx.com/forum/topic/25347/ [www.sidefx.com]
Finally, you don't need to get the last word in and there are no awards or medals given for arguing on the internet. If you feel yourself getting angry at something someone has said on the magical interweb, take a deep breath and step away from the keyboard. In through the nose....hold for 5 seconds, out through the mouth. Ahhhh....
1) Post something better than a bot. If the entirety of your post is 'nice work' or 'same problem here' or any other phrase that could be tacked onto any thread, it's not really adding to the conversation in a meaningful way. If you have a real compliment on someone's work or advice, use your words and say why you like it or why it was helpful. Obvious bumps to a thread are just lazy. If it's your first forum post ever, it will be rejected. It's the kind of post a bot/spammer would do. Using ChatGPT to write your post is also something a bot would do and is also a good way to get banned.
2) Be civil. You can have productive discussions and even disagreements while being civil, but if you start calling people or their opinions childish, naïve, ignorant, stupid, or any other insult, * Pulls out banhammer * you will be banned. We've had a few good discussions go off the rails and get locked down and it's not something I enjoy doing.
3) Don't argue about which software is better. Every piece of software out there has it's strengths and weaknesses. Accept it and move on. Arguments about it are tiresome and nobody needs to see that.
4) If you've got a bug or suggestion, log it. Don't write a forum post about it. That message at the top of every forum that says READ THIS FIRST? Please read it if you want your bug or suggestion to actually be tracked and assigned to someone to work on. https://www.sidefx.com/forum/topic/25347/ [www.sidefx.com]
Finally, you don't need to get the last word in and there are no awards or medals given for arguing on the internet. If you feel yourself getting angry at something someone has said on the magical interweb, take a deep breath and step away from the keyboard. In through the nose....hold for 5 seconds, out through the mouth. Ahhhh....
Edited by chrism - July 29, 2024 10:46:39
Technical Discussion » Some of the grains "sticking" to the surface for some reason
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- mantas_kava
- 9 posts
- Offline
Hey guys!
Having some problems working with grains. Any idea what's up with the "stuck" to the surface grains? Looks like they are sliding up and down and then in the end just slides off abruptly. Something is off here.
Using 10 substeps, so it's not that I believe, and for collisions I'm using volume sampling, when inspecting collision geo it looks fine/accurate as well.
What could be the problem then?
P.S. Video preview not showing up for some reason in here. So just click on "Video" bellow to view it.
Video [capture.dropbox.com]
Having some problems working with grains. Any idea what's up with the "stuck" to the surface grains? Looks like they are sliding up and down and then in the end just slides off abruptly. Something is off here.
Using 10 substeps, so it's not that I believe, and for collisions I'm using volume sampling, when inspecting collision geo it looks fine/accurate as well.
What could be the problem then?
P.S. Video preview not showing up for some reason in here. So just click on "Video" bellow to view it.
Video [capture.dropbox.com]
Edited by mantas_kava - Oct. 31, 2023 10:09:29
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