Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags 'fur'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 43 results

  1. 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
  2. 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!
  3. 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?
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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.
  14. 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.
  15. 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
  16. 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
  17. 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.
  18. cmiVFX Releases Awesome Houdini Facial Hair Grooming Video High Definition Training Videos for the Visual Effects Industry Princeton, NJ (October 28, 2015) Several months in the making, cmiVFX Research releases an epic video on how to groom human facial hair using SideFX Houdini Animation Software. Artist, cmi’s Chris Maynard, researched hair sculpting in conjunction with hair styling students of an international beauty school as well as popular NYC salons to come up with his ground breaking technique of “Render Softening” using digital hair to dither CG renders for a more realistic look. In conjunction with all of these resources, we added the compatibility with Solid Angle’s Arnold Rendering system to leverage the power of inoperability between several major animation packages. Using Alembic support allowed for us to get true congruency across multiple platforms. To add even more excitement to this already amazing video content, we recorded dual monitor high resolution screens to be displayed in our new higher resolution playback formats! No matter what kind of device you are on, or whatever location you are in, we have a solution for you! The cmiVFX website is designed to work 100% of the time using our redundant cloud servers and multiple device support, which is why many global developers are now using our site to test their own networks for problems! At cmiVFX, we are not only the teachers, but life long students. We take our customers feedback seriously, so our website will keep getting better after each new video release. Houdini Facial Hair Grooming is a major video milestone for us, allowing our extremely popular, “outside of the box” methodology to help guide you as the viewer in a way that is both fun and intriguing. For the cost of a family dinner, you can increase your chance for consistent work exponentially. To assist you even further, we will even help you get a job doing what you love. Simply watch a video, then tell us if you want to do this for a living, and we will help you get started on a path to happiness and success. You can rely on cmiVFX.com to help you be the very best you can be! Purchase this video now, and start making all your characters more detailed today. Vimeo Teaser Trailer Short Description Chris Maynard shows one of his legendary VFX tricks of hair blending and “Render Softening” using Houdini. SideFX Houdini Facial Hair Grooming https://cmivfx.com/store/653-Houdini+Facial+Hair+Grooming Chapter Descriptions Introduction Get a quick preview of the content of this video before getting started. Did you know more than 70% of the women in Chris’s family worked in the Beauty Industry? He had attended dissertations on the latest research in hair growth and maintenance as a teenager when his mother was an instructor for Hair Styling and Chemical Treatments in New Jersey. One of his many side jobs was helping maintain a family salon geared towards the Music Industry where he was soon introduced to his initial career in music. Setting Up As an ongoing software UI designer, Chris tends to arrange his workspace for the most efficient level of effort. By reducing the amount of UI clicks, we can spend more time on visualizing changes. It is very important to keep your eyes tuned to the desired object in edit. Base Hair During the years of research in CG, VFX and Design, it often becomes very clear to work from large to small. In this chapter we start off with the largest body of hair which we use a central jumping point to all the secondary and tertiary hair systems. We also cover the seeding of multiple duplicates to create various hair colors for added realism. Most people have hair color variations, as well as fine white hairs which help deflect light in various directions. Hair Blending Often ignored by low level animations, hair can create hard edges that lack reality. Especially, with shorter hair styles, the technique of blending is required to taper between hair types and lengths. This chapter is a key link between the base hair and the rest of the hair systems. Hair Line Sometimes, some variation is required to help pull the eye in a different direction. In our first “Render Softener” we use a bridge of fine hairs to blend the forehead into the head hair. This technique will be used in every digital hair style for the rest of your career and is probably worth the price of the video all on its own. Beard Shadowing How many times have you seen beard shadow added into the texture maps of a character? That might look ok from far away, but on close ups, it just will not do. This chapter we use not one, not two, but THREE different hair systems to make up the 5 O-Clock Shadow of the face. Another ground breaking technique of “Render Softening” is to use it evenly around the object of desire. Eye Brows This is one of the more tricky systems of hair styling. In this part of the video, we will use nearly all the grooming tools on the Houdini Toolbar. The eyebrows fall into our 80%/20% technique, so we allow for the ability to tweak at the end. Eye Lashes Because the eye lashes are going to be moved by animated morph objects, we must make sure they follow the proper direction and help keep them from colliding when the eyes close. The ability to tweak the lashes during this scenario is available, so we are able to design the base look which will be adequate for the animation departments later on. Auxiliary Hairs There are hairs all over the head, face and neck. Find out how to create hairs that cover every single polygon over your entire model and how to shade them appropriately. Ranging from nostril hair, to forehead hair, you will learn more about yourself here than ever before! Final Touches The trick to working in CG is to nail down 80% quality of all your objects until they are all together, then finish the last 20% with all your parts in one place so you know they will work as one. Working in any other way will take much longer and could yield a lesser result in the long run. Wrapping Up Find out how to set up Arnold Hair Shaders and Lights so that you can go back and forth between Mantra if needed. This video was meant to work with other cmiVFX Hair system videos so that no matter what application you are in, the end result renders the same. About The Instructor Chris Maynard is an international software GUI designer and the owner, Chief Public Partner, as well as Head Researcher of the profit-sharing organization known as cmiVFX.com. Project Contents All cmiVFX videos come with all the training materials you need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you! This video is available today at the cmiVFX Store: www.cmivfx.com About cmiVFX cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2015 cmiVFX | cmiStudios. All rights reserved.
  19. Hello everyone! I'm a new user in Houdini and I’m trying to make some realistic fur/hair. I know is possible, but I don’t know how I can do it... how I can curl some specifics guide using the standard fur system of Houdini ? Thanks for anybody can help me! Lort
  20. Hello everyone! Right now I'm in a process of doing feather system for my character. I'm doing it based on the fur system - I'm taking its guide curves and adding a sweep on them to get patches. Right now I'm working on orienting them right. When I get some decent result I'll show it, but for now I want to know, does any of you have some ideas of how to do feather system? Maybe someone already did one and know where to start?
  21. Are there magic tricks I should be aware of? A checkbox to make hair renders quicker? Historically there've generally been tricks for rendering hair/fur quickly or more accurately (Renderman's Sigma hiding, MR's hair presets for example), and I was just wondering if there was anything I needed to know in Houdini beyond the usual Mantra tweaking to get good times on hair/fur?
  22. I'm doing some research for a future project possibly involving a beast hit by arrows and bleeding heavily while travelling a water surface. So the questions are probably obvious, how do I get all these simulations to interact ? I know about Houdini's fur, wire solver and flips, but as I can expect some close-ups where we see the blood clumping the fur, while beeing driven by it's relief, and as the fur itself has to float on a water surface, while the blood, after leaving the fur has to dissolve itself in the water pond. I'm not expecting a complete solution, but if you already tackled that kind of situation I'm rater intrested in hearing from you ! Thanks Br1
  23. Guys, I need help with long hair! Hair does not follow through guides. Someone understands? All the details in the picture! HIP and OBJ: long_hair.zip
  24. Hi, I'm having a problem with fur crawling over the surface of my object when a blendshape kicks in. Any idea how to keep the points from moving while blending shapes? Can someone confirm.
  25. Here is something I started in Houdni 13 and picked up again when H14 came out. I'm learning/exploring, so it is taking a bit of time to find a good workflow for modeling. H14 made that easier, and hopefuly it will improve some more.