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Found 51 results

  1. hey guys im using houdini 16 and i was wondering what is the new workflow to transfert hair from one geometry to another. someone in my team did the grooming on a tpose geometry and now i would like to transfert it to the animated version of the mesh, of course with the same topology. thx!
  2. Deform Groom curve stretching

    Hi Odforcers, Im working on a project where I have to tear up a lawn using bullet rbd's and hair to generate grass. Ive come into a problem, or maybe a bug where the grass in the deforming rbd patches becomes very long either when moving through space, or even at rest. I cant seem to find any other topic where this has happened before. Has anybody encountered this kind of problem with H16's hair and deform groom? Any incite would be appreciated. Id love to attach a screen shot however the content is under NDA. All I can say is imagine a bunch of curves spidering out from underneath a few selected skin patches. Cheers!
  3. Fur Sim Issues with Scale and Settings H16

    Hello, Using the latest version of Houdini 16.0.736. What is best scale to simulate fur on female jacket. Should I simulate real-world scale or scale it up very large for better fur simulation performance? For Example, should the fur coat match the scale of the test geometry like rubber toy or pig head? Should it be scaled to 2 meters or 200? I want to master the scale before tinkering with the Fur Sim settings. Otherwise, does anyone have dynamite fur sim settings for a specific scale? My sims either seem very static or dramatically broken with stretching fur. Thank you, Ryan
  4. Hi All, I am not sure I am posting this in the correct Forum segment..if note please let me know. For the life of me I cannot find a way to replace/control the hair shapes from ribbon to cubes or hexagons and etc..... Trying to achieve in the images below using Hair and Fur as it is much faster than using the Copy stamp Sop. I have tried Polywire (super slow) and I was using the Hair shelve tools. So created a Geometry Node with object merge using the output of the Hairs ====> Polywire. Any suggestions would be great The below is the result achieved so far....super fast performance Cheers!
  5. Hi FX friends, In previous versions of Houdini the hair/fur tools gave you the ability to generate guard hairs and white hairs, however with the new toolset I can't seem to find how to generate these hairs. I've searched through all shelf tools, guide/hair generation SOP's, the Houdini 16 hair masterclass and the Houdini 16 documentation to no avail. Perhaps there's a new workflow using creative grouping of guide hairs and throwing them into a whitehair/guardhair attribute I'm not aware of? The new Hair shader seems ready and willing to pick up such attributes so I'm really scratching my head here. Any help and direction would be greatly appreciated! Thanks!
  6. Houdini 16 hair parting

    Hello, Does anyone know how to use a guidepartition sop in the new hair tools? It seems to do pretty much nothing visually by itself. I managed to use the partdir attribute to set a direction of the guides with the guideprocess sop, transfering this attrubite to the skin at first. But maybe there's a right way of using the guidepartition? Thanks.
  7. fur to geo issue

    I created a grass patch using the fur tools. I want t send them to unity but i cant because its not geometry. how do i convert it to geometry like Alembic or FBX? If there is a better way, please let me know. fur grass 02.hda
  8. Simulating Fur/Hair

    Hi all, I have a question about simulating hair in Houdini. In maya, they have settings that can be mapped to the different positions along the hair strand. You control it via a ramp. For instance, stiffness curve. You can adjust the ramp so that the root is stiff, but the end tips of the hair is loose. Is there a way of controlling attributes like this in houdini? I want the roots to be stiff and only the tips to be loose. Thanks
  9. Hi all, new to this forum, I'm posting something I tried to get help in other forums with no much luck. Maybe here someone has some info about it. Thanks in advance.I'm starting to use Houdini migrating from Maya. Along with a ton of questions and things to learn, I'm looking for help on how to pass the skin UVs into a fur system, using the Arnold Hair shader. There is a UV tab with U Parameter and V Parameter to call, but I couldn't figure out what to get there. I've seen a few tutorials doing so in Mantra which look straight forward, but not in Arnold for me.Thanks
  10. limit to bounding box

    Hey peeps, I'm new to houdini and trying to create a fur effect. I'm following the video on the SideFX page, but I ran into a problem that's probably very simple, but problematic for a beginner: when I select limit to bounding box, the box isn't there. Now I don't know if it's just not visible and I need to zoom it on it (though I tried selecting the move tool to see if it would become visible) or if it's just not there. I imported a 3D model from maya if that's an important factor. Thanks in advance!
  11. Replace fur by other geometry

    Hi, I just started learning houdini for my graduation work. Is there any way I can replace fur by other geometry? I am trying to make something like in the picture. What would be the best way to approach this?
  12. Looking for some help on setting up a Wrangle that would curl a curve by rotating the last point in the curve around a point centered on the previous point, and doing that all the way down the chain so you get nice curls happening. Been trying to work this out but I'm missing some knowledge here when it comes to looping through points per primitive, and also I'm not sure how to rotate a point with the rotation origin starting on another point. Basic idea is that given an @N and an @up vector on the curve, it will rotate each point about the previous point's @P using cross(@N, @up) as a rotation axis, by some user defined degrees/rads number. The code would have to (far as I'm thinking so far) loop through all prims, and then loop through all points in each prim, rotating each one around the previous point.
  13. Is there a way to use a custom distribution for fur as apposed to a scattered distribution? I would like to have a grid based distribution.. obviously I could create my own wires but I want to avoid simulating every wire dynamically and would prefer to sim a low density of wires and generate the rest at render time
  14. Any tutorials on animal fur?

    Hi, I have seen this lion fur in vimeo and would really like to know how to do something similar,how to achieve that level. There is a tutorial from cmiVFX with a lion as well but you will see the huge difference in result, I need something of this level: Thank you
  15. Hi, "Paint length" and "paint bend" for FUR is not on the shelf in Houdini 15.5 (Hair shelf, Grooming shelf). Is there a new way of doing paint length, especially shortening the length with the paint? And how do I paint the bend for the fur in Houdini 15.5? Thank you
  16. Houdini hair problem

    Hi everyone I just recently started playing around with Houdini hair after finishing a very difficult job done with Yeti. I am trying to assess houdini hair as a possible new solution for hair and fur. But I have one small issue that I cant find any solutions for it: Basically after setting up the fur for the model (I am using the Add Fur tool from the shelf) everything is fine and I can use the different attributes like length and bend to adjust the overall look, But as soon as I groom the fur using one of the shelf tools like "length adjust" or "cut hair" I cant tweak the overall attributes like length or bend etc anymore and it seems like after grooming the hair using any of these tools I lose the ability to adjust the overall attributes. I was wondering if this is probably a bug in hair tool? I have attached my test scene as well. I would appreciate any helps. Thanks in advance! Sina fur_pipe_test_01_v01_t05.hip
  17. hi guys I've had a good search on both here and sesi and google but i cant get an answer :/ i'm trying to save an initial state for my fur so its nice and rested on the character before the sim starts. I've dropped a time shift node in my character network so he stays put else he walks off screen! then in the autodopnetwork i'm connnecting a rop output driver to the output of my autodopnetwork.. i'm saving a .sim file and saving that out. now i cant suss out (1) if ive done it correctly and (2) where i would plug that .sim in anyhow can anyone help me here please i feel a little lost over something i'm sure is easier than i'm making it out to be :/ edit i did find some questions.. but from 2006 lol! ta ant
  18. Hello my Houdini Folks, I hope you guys are doing well and creating A class Sims. I am tasked with creating Houdini fur for a talking animal, We are replacing the mouth with the animated one on the live action puppet. So basically my task is to match the groom with the plate. We first were looking at the Xgen Approach given its in Maya and we can render from Maya itself. But because Xgen is a pain and very buggy i transferred the task to be done in Houdini and rendered out in Mantra. I have the groom which looks if not the same, close to the puppet. But now the issue is to transfer the same fur over multiple shots with different camera info for continuity sake. I exported the camera and animating geo in Houdini. But with each shot, the geo is at different location in space because each shot is tracked separately. For transferring the fur over accurately, the geo needs to be in close proximity, with slight change in positions. I tried the recache strokes and transfer based on UV approach. But still, to get the groom match accurately it has to have same position as the fur geo we are transferring from. Did anyone in the community have worked with Houdini fur and transported the fur over multiple shots with different camera and geo positions? Any input will be appreciated. Thanks Harsh
  19. In addition to my previous post for Houdini Artists we are currently looking for someone with specific experience in setting up Fur Dynamics in Houdini. We need someone who can start ASAP in London. Please drop me a line if you are interested or want more info paul@moving-picture.com
  20. Hey guys, I am trying to figure out how to add this random end strands on a piece of rope proceduraly. I am attaching my solution as to how to create the piece of rope. I wonder if there is a way to add a ramp to control the size of SCALE of the sweep node and also should i use fur to add little bits of fuzz or tiny threads like here? cord_rope_ends.hipnc
  21. I have this project that involves third party model with XGen fur from Maya, I tried looking for solution and so far haven't found any. Just need to be able to render the scene without need to restyle the hair with houdini hair system. Thanks in advance. P/S will be rendering with Renderman.
  22. Hair and Beard Character WIP

    Wanted to start learning more about the Hair and Grooming tools inside Houdini 15 this week. I really like the controls that Houdini has when painting density, frizz, clumping and width maps. I learned a lot from @abvfx and his vimeo videos https://abvfx.wordpress.com/. A problem that I have yet to solve is creating different size clumping on the head hair. I want to have smaller clumps on the side and back of the hair. Then have larger clumps for the top of the hair. I tried painting different clumping density values to vary the clumping. There is probably a way in the Clump Tab within the Fur Node that I am missing. The head hair, beard and eyebrows are separate Fur Nodes which gave me better control over the hair. I am not sure how much of a performance hit this will give me when I animate the character. The model came from one of our character artists, Aaron Gutierrez.
  23. Hi all i'm fairly new to houdini and still learning the ropes somewhat. I hope you can help me a little bit with this issue here? I have a simulation of some long hair attached to a character (inspired by a fantastic Method Studios video.. so sue me hehe!) anyway i wanted to be able to convert the nurbs curves that are created to some geometry - simply cylinders or a tapered tube perhaps then export out that geometry for rendering in maya perhaps. is there a way to do this? I cant seem to dive into the fur network and add any kind of 'physical' polygon geometry that i can export. So my next thought was create a new network and bring in the geometry to that and convert it or perhaps use a copy node and deform a tube down the curves, but again i cant seem to suss that one out :/ does anyone have any ideas or suggestions for me please? thanks anthony
  24. Hello everyone, Our new Houdini artist feature is out! FX TD Tim Sepulveda tells us a bit about his life and about how to master fur in Houdini: www.gridmarkets.com/tim-sepulveda I hope you like it, Patricia and the GridMarkets team
  25. Guide hair dynamics?

    Hi all, Im fairly fresh to the houdini fur tool set (Houdini 15), im coming over from shave / yeti. I have fur setup on a creature no probs but im stuck with a few simple things that I cant seem to find a simple answer for. 1) Guide Hairs Guide hairs work a little differently in houdini to what im used to in terms of dynamics, one thing I cant work out is how to lock or "bake" a groom down using guide hairs for non dynamic response. For example I have a creature that I have groomed, when I translate the character's base mesh or have the base mesh deform the guide's remain at the origin? I would expect them to follow without having to add dynamics, Is there a way I can create a groom using guides and have it stick to a mesh thats translated and or deformed without the use of dynamics? 2) Scale Im unsure as to how to handle scale with the fur tools, our pipeline will bake down scale into the animation mesh so I have no scale information. In my case, one creature is being instanced out multiple times using the same fur setup however they are all at different scales Thanks guys! really appreciate any help I can get.
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