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Found 17 results

  1. Opening one scene I get a 'Load failed for... Unexpected end of .hip file' message. The hip file does open but most of the nodes are missing.. Does anyone know why this is? Is there a way to fix the hip file? The previous two versions are also corrupt but the one before that is fine. I can't think of anything that might have caused it. I updated from Arnold4 to Arnold5 and its possible that happened between those versions but my other hip files seem to be fine..
  2. Hey, guys! I'm a bit flummoxed as I've been exporting Alembic files from Houdini to use in 3D Studio Max for a while with no issues. But I've been struggling with a particular file all afternoon that's causing Max to crash. I've dealt with alembic files at least twice as large as the one in Max without any issue, so I doubt it's a size issue. I pulled the file back into Houdini and had no issues with the file in Houdini. I've tried both Ogawa and HDF5 formats. I've tried it on a couple different computers with the same results of Max crashing. It crashes when it gets about half way through both playback of the alembic as well as trying to export a Vray proxy mesh. Now, the effect in question does rely heavily on a boolean opperation from houdini to basically dissolve away a mesh, so could this have something to do with it? Any ideas?
  3. Is the anyone who uses Houdini Engine with 3Ds Max? I tried to use it with Houdini 16.0.557 and 3Ds Max 16 SP3 and SP4, but there was an error message "HoudiniEngineFor3dsMax2016.dlo> failed to initialize." Error code 127 - The specified procedure could not be found ". I reinstalled Houdini few times, checked PATH environment variable - there was no results. After there I installed Houdini 15.0 and Houdini 15.5 - and error disappeared (and in Plug-in Manager appeared HoudiniEngineFor3dsMax2016), but when I tried to create HoudiniEngine Mesh Plugin 3ds Max just crashes. Could you help me please?
  4. Hi everyone ! I need help for a project that I need to finish before next week, I have created a crack propagation (with VDB) on a simple geometry in Houdini, but unfortunately when I play the animation of the alembic exported file in Maya it makes crash the application… A workflow is described by Wayne Hollingsworth from gnomon here https://www.youtube.com/watch?v=RHLDS3SrZfs&t=3025s between 1:02:50 and 1:05:00 but once in Maya he uses Vray proxy import instead standard import to keep UVs. I share with you my houdini file (hiplc, h16), the alembic file size generated in houdini is under 100Mo As I am pretty new to houdini there are maybe some mistakes, if you see something wrong or if you have an idea to solve the problem, tell me thank you very much ! Alexandre calcification_v2.hiplc
  5. Hi, I am testing some very simple pipeline tools and I would like to make houdini crash I realize that it is something most people fear and I do as well but now it would be handy if I could call some python/hscript function, which would make houdini crash Juraj
  6. How do i keep deform from impact on a FEM simulation. Or what is the better way to do this.
  7. http://cargocollective.com/pedrokobuti/Routine
  8. Every now and again my houdini apprentice crashes with the "display driver stopped responding and has recovered" error appearing afterwards. I downloaded the latest Houdini apprentice and re-installed it more than once after seeing some old (2011-2012) posts on this subject on a couple sites. The strange thing is it crashes mainly when I do pyro sims but also when I'm doing non-intensive stuff to (basic SOP stuff). Does anyone have any advice on this subject please? PC specs: Windows 7 Ultimate 64-bit AMD Phenom II 3.4 Ghz 32 Gb RAM Radeon HD 5800 with 750mb RAM of which I also have and installed the latest drivers
  9. Hey, I've been out of Houdini for a bit and wanted to get back into it. I download the latest production build and started to play around in it. But the first thing that I notices was that when I rotate the camera (alt+drag) it imminently crashes. I am able to do basic work in Houdini without it crashing. I am on windows 10 if that matters. Has anyone seen this before/ know how to fix it?
  10. Hi guys, I am a beginner with Houdini and I have a strange problem. Yesterday night, I ran a simulation on my Mac (twice) and everything went fine. Today, I tried to run the same simulation on a PC (windows 7 and the same amount of ram) and Houdini slowly ate all the ram and crashed the app. Any ideas? There are some parameters to change/optimize? Thank you for your help. best regards, Lazza79
  11. Hello Guys, I have been working on a FLIP sim for the past couple of days and it keeps on randomly crashing when I cache it using Rop output driver, the error is : "1420: Fatal error: Segmentation fault" This is really annoying, I updated my version of Houdini but it didn't solve the problem. I read on the forum that it is a GPU problem, but it doesn't seem very clear, can someone confirm that? I am wondering if I should invest in a better GPU card (quadro range) but I want to be certain that it will solve the problem. Here is my current configuration : - Intel Core i7 4930K3.4Ghz - 48 Gigs of RAM - Geforce GT640 4Gigs Any help or info on this would be really really appreciated!
  12. Hi, I am new to Houdini so to speak and I am having intermittent problems with rendering a shot using Mantra's PBR for a personal project. If I persevere with staring the render every time it crashes it will eventually render a couple of frames and then crash again, the mantra node will then have its red lined error which when MMB clicked will give me the 'Command Exit Code - 1073741795'. This doesn't crash Houdini just the render. My scene consists of simple geometry (majority shaded with just a clay shader, but one grouped object that has a glass shader and stainless steel shader applied) with animation, a caustics environment light and a single area (sphere) light for soft shadows. I am just looking for an explanation as to why Mantra keeps crashing, and what I could possibly do to fix the issue as it is lengthening the scene render times and requires me to keep a constant eye on it. My PC specs: Processor - Intel core i7 3770k overclocked from 3.5GHz to 3.9GHz Corsair H80i Water-cooler GPU - 2 x Nvidia GTX 780 RAM – 16GB Kingston Hyperx Beast (if you want more info just ask) I have disabled the SLI on my 2 GPUs as I have read that Houdini doesn't deal well with multiple GPUs. I have also set both monitor outputs and assigned PhysX from the one GPU just to be sure. Any help on this would be greatly appreciated. Thanks!
  13. Hi Guys, I really need help with this. What I have is a complex Truck rig coming in from animation. Its got multiple moving parts and some parts need to break apart as it gets hit and collides with objects. I have managed to fracture the object and transfer the animation back onto the frags via a nice matrix transform setup I found on Odforce. The trouble I'm having is how to bring animated frags (packed primitives) into Dops and how to control them becoming active either on collision or at specific frames. The other thing I cant figure out is how to get the active pieces to be still glued or constrained to the other animating non active pieces. Presently I'm trying to achieve this with Packed Prims as I have alot of pieces and its lighter in Dops but I have tried doing it the old fashioned way with Deforming RBD Fracture objects, but I still have the problem of Controlling when objects become active and then constraining them to the non active animated pieces. The best way I could think to illustrate this is when the windscreen shatters its still constrained to the non active window frame so that it continues along with the moving truck. I have attached a super simple truck file that's been cleaned up off my tests, as none of them are working anyway. I would really appreciate any help anyone can give me on this, Its driving me crazy not being able to figure this out. Cheers.
  14. I created a custom SOP. Sometimes I can cook it successfully, other times it segfaults. It seems to always segfault after the "cookMySop()" function completes (i.e., outside of the code that I wrote???). When it segfaults, it either gives me one of two error logs, or no error log at all. Here are the two error logs. Can anyone make sense of them and direct me in a direction that I can start to look to debug this? Log version 1: Caught signal 11 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*, void*) const <libHoudiniUT.so> UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so> [0xf70e] <libpthread.so.0> UT_StringArray::entries() const <libHoudiniUT.so> GT_AttributeMap::GT_AttributeMap(GT_AttributeMap const&) <libHoudiniGEO.so> GT_AttributeList::addAttribute(char const*, UT_IntrusivePtr<GT_DataArray> const&, bool) const <libHoudiniGEO.so> GT_PrimVolume::getPointPrimitive() <libHoudiniGEO.so> GR_PrimVolume::update(RE_Render*, UT_IntrusivePtr<GT_Primitive> const&, GR_UpdateParms const&) <libHoudiniAPPS3.so> GUI_GeoRender::updatePrimitives(RE_Render*, GR_DisplayOption*, UT_Array<UT_IntrusivePtr<GT_Primitive> >&, GT_RefineParms&, GR_UpdateReason, GR_DecorationOverride, char const*) <libHoudiniAPPS3.so> GUI_GeoRender::update(RE_Render*, GR_DisplayOption*, GUI_SetupResult, GR_DecorationOverride, char const*, bool&) <libHoudiniAPPS3.so> GUI_DetailLook::updateForRender(RE_Render*, GUI_DisplayOption&, RE_LightList*, GR_DecorationOverride, char const*, bool&) <libHoudiniAPPS3.so> DM_VPortAgent3D::setupGeometry(RE_Render*) <libHoudiniAPPS3.so> DM_VPortAgent3D::renderViewport(RE_Render*, int, int, bool, bool) <libHoudiniAPPS3.so> DM_VPortAgent3D::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::doRedraw() <libHoudiniUI.so> UI_Queue::doWindowRedraws() <libHoudiniUI.so> UI_Queue::processNextEvent() <libHoudiniUI.so> UI_Queue::drain() <libHoudiniUI.so> UI_Queue::eventLoop() <libHoudiniUI.so> main_part2(int, char const* const*) <libHoudiniUI.so> main <libHoudiniUI.so> [0x1ed1b] <libc.so.6> _start <houdini-bin> Log version 2: Caught signal 11 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*, void*) const <libHoudiniUT.so> UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so> [0xf70e] <libpthread.so.0> RE_TextureFont::getGlyphInfo(unsigned int) <libHoudiniUI.so> RE_TextureFont::getStringWidth(unsigned char const*, unsigned char const*, UT_Unicode::transform const*) <libHoudiniUI.so> SI_DopeSheet::renderFrameIndex(RE_Render*, float, float, int, int, int, int, double) <libHoudiniUI.so> SI_DopeSheet::renderFrameIndicator(RE_Render*, int, int, float, float) <libHoudiniUI.so> SI_DopeSheet::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_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_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_Window::doRender(RE_Render*, int, int) <libHoudiniUI.so> UI_Feel::renderMe(RE_Render*, int, int) <libHoudiniUI.so> UI_Window::doRedraw() <libHoudiniUI.so> UI_Queue::doWindowRedraws() <libHoudiniUI.so> UI_Queue::processNextEvent() <libHoudiniUI.so> UI_Queue::drain() <libHoudiniUI.so> UI_Queue::eventLoop() <libHoudiniUI.so> main_part2(int, char const* const*) <libHoudiniUI.so> main <libHoudiniUI.so> [0x1ed1b] <libc.so.6> _start <houdini-bin>
  15. Hello, I am encountering this weird crash with vopsop in Houdini Apprentice 13.0.414. Repro is very simple - 1. Create a box. 2. Add a vopsop. 3. In vopsop connect P from global to P in output. 4. Crash. Am I missing something or is it a bug? Thanks
  16. Like title says. Even simple OTL that wraps two fuseSOP's that create extended fuse, without any tricks, just some parameters exported to OTL. The same OTL I can import with "Install Digital Asset Library" but then when I try to use it in viewport it freezes it (can't move camera) till I press Enter. Anyone else have similar problems?
  17. This setup made my houdini 12.5.371 crash on linux 64. Are you experiencing the same? is there any workaround? ps: add a clould sop after the pop network and houdini will crash! here is the log: Crash report from farsheed; Houdini FX Version 12.5.371 [linux-x86_64-gcc4.4] Traceback from Fri Apr 26 03:05:06 2013 Caught signal 11 AP_Interface::coredumpHandler(UTsignalHandlerArg) <libHoudiniUI.so> UT_Signal::UT_ComboSignalHandler::operator()(int, siginfo*, void*) const <libHoudiniUT.so> UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so> _L_unlock_16 <libpthread.so.0> RE_Geometry::getConnect(int, bool) <libHoudiniUI.so> RE_Geometry::drawInstanced(RE_Render*, int, int, RE_PrimType, UT_PtrArray<char const*>*) <libHoudiniUI.so> GR_PrimVolumeBase::drawSparsePoints(RE_Render*, RE_ShaderHandle&) <libHoudiniAPPS3.so> GR_PrimVolumeBase::renderVolume3D(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_DisplayOption const*) <libHoudiniAPPS3.so> GR_PrimVDB::render(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_DisplayOption const*, UT_Array<UT_IntrusivePtr<RE_Material> > const*) <libHoudiniAPPS3.so> GUI_GeoRender::renderPrims(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_AlphaPass, bool) <libHoudiniAPPS3.so> GUI_GeoRenderGL3::solidRender(RE_Render*, GU_Detail const*, GR_RenderMode, GR_RenderFlags, GR_AlphaPass) <libHoudiniAPPS3.so> GUI_GeoRender::beautyRender(RE_Render*, GR_ShadingPass, GR_AlphaPass, GR_RenderMode) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::renderSingleGeo(RE_Render*, GUI_GeoRender*, GR_RenderMode, GR_ShadingPass, GR_AlphaPass, bool, bool) <libHoudiniAPPS3.so> DM_VPortAgent3D::renderGeometry(RE_Render*, GR_RenderMode, GR_ShadingPass, GR_AlphaPass, OP_Bundle*, DM_GeoSortMode) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::normalQualityRender(RE_Render*, GUI_DisplayOption*, bool, GR_AlphaPass, DM_GeoSortMode) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::renderBeautyPass(RE_Render*, int, int, GUI_DisplayOption*, bool&, RE_Geometry&) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::renderSceneView(RE_Render*, int, int, bool, bool) <libHoudiniAPPS3.so> DM_VPortAgent3D::renderViewport(RE_Render*, int, int, bool, bool) <libHoudiniAPPS3.so> DM_VPortAgent3D::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::doRedraw() <libHoudiniUI.so> UI_Queue::doWindowRedraws() <libHoudiniUI.so> UI_Timer::handleEvent(UI_Event*) <libHoudiniUI.so> UI_Manager::handleEvent(UI_Event*) <libHoudiniUI.so> UI_Queue::processNextEvent() <libHoudiniUI.so> UI_Queue::drain() <libHoudiniUI.so> UI_Queue::eventLoop() <libHoudiniUI.so> main_part2(int, char**) <libHoudiniUI.so> main <libHoudiniUI.so> __libc_start_main <libc.so.6> _start <houdini-bin> [/CODE] Seems it's a UI or GL problem. My graphic card is NVidia 9600GT and my driver is latest on Ubuntu. crash.hip.tar.gz