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Hair (guides) transfer from maya to houdini


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#1 Anatol

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Posted 14 June 2012 - 03:55 AM

Hi everyone.
Have somebody tried to transfer hair guides created by Shave plugin in Maya to Houdini?
Is there any way to transfer combed nurb curves and place them on a skinned geometry in Houdiny, for using tmem with the Houdini fur tools and shading?

#2 theflu

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Posted 14 June 2012 - 11:58 AM

would be cool.

one thing for houdini that would be cool is a tool like shaves "comb hair by selected curves"

i tried sth with a wire transferblend but didnt work that good.

#3 mangi

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Posted 14 June 2012 - 01:32 PM

frome the shave menu in maya there are a few method of doing this.
here is the  poly method

mangi

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Edited by mangi, 14 June 2012 - 01:33 PM.


#4 mangi

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Posted 14 June 2012 - 01:47 PM

O here are the guides

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#5 Owl

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Posted 15 June 2012 - 01:35 PM

View PostAnatol, on 14 June 2012 - 03:55 AM, said:

Hi everyone.
Have somebody tried to transfer hair guides created by Shave plugin in Maya to Houdini?
Is there any way to transfer combed nurb curves and place them on a skinned geometry in Houdiny, for using tmem with the Houdini fur tools and shading?


i did... :) a while ago, i could dig into my old projects if there is stil a need for this ;)

Edited by Owl, 15 June 2012 - 01:36 PM.


#6 johny

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Posted 16 June 2012 - 05:30 AM

Here is a small example. Part of it is from odforce thread about transfer maya guides to houdini. All I had to do was add some nodes to move guides with skin geometry. Align node measures difference between normal angle of rest and live geometry and transfers that information to your guides. To transfer guides you can use .iges file, depends on software you use points order on guides can be different, so there is another way to calculate hair root position. If you have any problem just ask :)

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#7 mangi

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Posted 16 June 2012 - 07:35 AM

View Postjohny, on 16 June 2012 - 05:30 AM, said:

Here is a small example. Part of it is from odforce thread about transfer maya guides to houdini. All I had to do was add some nodes to move guides with skin geometry. Align node measures difference between normal angle of rest and live geometry and transfers that information to your guides. To transfer guides you can use .iges file, depends on software you use points order on guides can be different, so there is another way to calculate hair root position. If you have any problem just ask :)

Cool. ,would you happen to have the maya scene, just to look at it

#8 Anatol

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Posted 18 June 2012 - 02:23 PM

View PostOwl, on 15 June 2012 - 01:35 PM, said:

i did... :) a while ago, i could dig into my old projects if there is stil a need for this ;)

Of course there is still need in this  :)
I was very excited about hair made for king-kong with the shave, but shave export rib files to long for rendering with renderman. If I understood correctly mantra interpolates hair at rendering process.
Some my colleagues which is using Cinema4d says that its tools is quite better than shave, it work in symmetry mode and much stable.
But I'm learning houdini, I really stunned with its abilities, but comb tools is not very convenient as for me. So I'm looking for ways to transfer hair to houdini.
It would be nice if you find your project :rolleyes:

#9 Anatol

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Posted 18 June 2012 - 02:36 PM

View Postjohny, on 16 June 2012 - 05:30 AM, said:

Here is a small example. Part of it is from odforce thread about transfer maya guides to houdini. All I had to do was add some nodes to move guides with skin geometry. Align node measures difference between normal angle of rest and live geometry and transfers that information to your guides. To transfer guides you can use .iges file, depends on software you use points order on guides can be different, so there is another way to calculate hair root position. If you have any problem just ask :)


Oh, Johny, thank you! This is exactly what I meant. It probably just need to be connected with fur for good looking result and to get abilities for shading and using dynamics.
Of course not that simple. I'm diving in fur nodes and digging advanced fur tutorials right now.

Edited by Anatol, 18 June 2012 - 03:10 PM.


#10 pyrochlore

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Posted 28 September 2012 - 02:16 AM

Hello~

Recently, I try import styled hair curves from Maya and want use them as guide in Houdini 12.
I found the fur node in Houdini need the root of the curves stand right on the vertices
or it will come out "Two sources have unmatched geometry".

Is there any idea to solve this, or something i did wrong?

Or I need to generate curve right on the vertices based on interpolation of the original hair curves from Maya?




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