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Found 62 results

  1. houdini feather tool test

    a feather tool developped by me. 4ba291d06056c28ade186ba4186a5de2.mp4
  2. Vellum tangled office blinds

    Hi there, This is a bit out there but I'm trying to remake this effect produced in cinema4d using Vellum: The blinds were simulated then looped and baked to an alembic, then I attached the strings to the edges simulated them, making them loop using a pose morph tag. I was wondering if there is a way to do this in Vellum all at once having the strings effect the movement of the blinds, with the whole thing being a seamless loop. Basic starting point for vellum would be a simple flag I know, but does anyone know any tutorials that would cover attaching multiple cloths together with vellum hairs? Many thanks, H
  3. Wiggling Fur

    Hi all, I created a vellum fur simulation for my chimpanzee that simulates the guides perfectly. But when I render, the actual fur, especially the longer hairs, are wiggling like crazy. It is especially noticeable thanks to the white hairs I have. As far as I know, I have no wind forces activated. I've looked around and tried many different renders with different sim parameters but the same always happens. If anyone could take a look I'd be grateful. I'm attaching the project with some renders so you can see the problem. I deleted things like textures and sim cache to keep the file size smaller, creating the cache is quite quick anyway. If anyone has any questions about the setup just let me know. Thanks in advance ~Tomas
  4. Vellum Hair Break

    I've managed to get the vellum hairs breaking quite nicely - but I wonder what the breakthreshold is compared against in order to determine that it has been reached. Any ideas?
  5. Hi everyone, my name is Tomás and I'm new to the forum. I'm creating a fur sim for a chimpanzee using the Guide Simulate node with the Vellum solver. The chimpanzee will later be animated. The sim works fine but I can't find a way to make it keep its wild messy look. The guides do keep their shape (bend, guideinit, etc) because I increased the constraint iterations and the bend stiffness. But I can't find a way to make the hairs keep their direction. In other words, once the gravity affects the guides they all go too down. So I want a way to keep the original shape of the hair a bit more. I could tone down gravity or the mass of the guides but that would make it look as if it's underwater or something once I animate the chimpanzee. Increasing the constraint iterations to a ridiculous value would maybe fix this but at a high cost to sim time, same for stubsteps. Increasing Bend Stiffness to billions and billions doesn't seem to help either. Obviously, I don't want the hair to be hard as rock. I want it to behave this way because it's light, strong and covered in dust and sweat, if that makes sense. It's also important to note I committed the noobie mistake of not resizing my mesh after exporting from Maya which works with different centimeters instead of meters. Meaning my monkey was more than 100 meters tall. I believe I already fixed this by going to preferences>Hip file options but I did this after creating the simulation so I'm not entirely sure if everything was resized correctly. Attached are 5 images: the guides at frame 1, the guides at frame 73 (3 seconds into the sim), a render of the fur at frame 1 (the way I like it), a render of the fur at frame 73 (the way I dislike it) and a reference image for the sort of hair I'm aiming for. I also added the project folder. ApeODForce.zip Thanks in advance!
  6. 1) Is there a way to only affect the tip of your guide curves when using the groom brush? It’s easy to grab the center of the guide curve which ends up bending them in an odd way that’s counter to the direction I’m attempting to brush the curves in. If I make my brush small enough and position my camera strategically I can of course just graze the very top of the curve but it becomes difficult when there’s a lot of guide hairs. Additionally, If I use the curve advect tool I notice that all of the guide curves that have been advected have a concave bend to them similar to if I had used the screen brush on the center of the curve instead of the tip as I mentioned above. 2) Is there a way to pop hairs out that have flipped through the other side of the surface? If I do a simple fur setup on a grid it’s very easy for this to happen with a few strokes of the screen brush. 3) Are there recommended ways to optimize the viewport when grooming? It seems really sluggish even with a modest amount of guide hairs once you start adding a few guide process nodes. My hair generate node is off of course. 4) After I place a guide groom node and use the plant guides tool to create a few custom guides the guide groom density no longer has an effect if a raise or lower the value. If I disable the planted guides, it works again. Actually I’m realizing now that even doing a groom with the screen brush seems to lock that initial guide count into place. Is this the intended behavior? 5) When using the Hair Clump node it seems like mixing the blend value to 0 doesn’t actually turn the effect off entirely. With default settings and blend set to 0 I still see very obvious clumping. It’s not until I set the fractal clumping iterations to 0 does it act as if I disabled the node entirely. With fractal clumping set to 0 and the blend set back to 1 though, the settings in the general tab (clump size, crossover rate, etc) do absolutely nothing. 6) Is there a trick to setting the influence radius and decay values in relation to both the guide curve and hair generation density? It seems heavily dependent upon how many guide curves I have of course but I’m finding that’s easy for me to end up with a look that’s too clump-y without actually having a clump node in my setup. If I raise the influence radius higher to move away from the clump-y look it starts to lose any variation I may have added to length, bend and frizz. If I come up with something that's look pretty promising with a low hair generation density I'm usually surprised at how different feeling it looks once I start to really crank the density values. Cheers!
  7. Fur and snow (+hip)

    Hi everyone! The past week I worked on a personal project for learn something about hairs - vellum. It's my first project ever with hairs so I guess is nothing special but several people asked to see the hip file so here it is. Final result: Hip file (I had to recreate it but it should be pretty much the same): groom_clumping_03.hipnc https://andreasbabo93.wixsite.com/sbabovfx/example-files (new version, there was an error on the other one)
  8. H17 Fur query

    Hi, Beginner query around hair & fur. Whilst I jumped in a had a quick look at the fur tools, I've got a little confused with SideFX help example referring to the 'Fur' node, which doesn't appear to be part of the workflow (especially from the shelf tools). This link suggests even in H17 it creates a 'Fur' node, which it doesn't for me, instead clump etc are their own node. http://www.sidefx.com/docs/houdini/fur/hairstyle_rasta.html Can anyone confirm the 'Fur' node is not used in preference for the Hair Generate? Thanks.
  9. Rotate clumps?

    Hi ! I'm trying to rotate clumps using vex, I'm new into Houdini closest I could get is using this vex code from konstantin magnus on "how to rotate faces along Normal?" topic, but the clump rotates on the wrong axis =( I want achieve the results in this video at 17:32 (Hair FX in Houdini - GDC 2017 Talk) where Saber Jlassi does some really great twists on the clumps. https://vimeo.com/sabervfx/hairfx#t=1054s Here is the file scene ! ClumpStudies.hipnc
  10. Character FX TDs - Trixter

    TRIXTER Munich is currently looking to hire experienced Character FX TDs. Booking time: From As soon As Possible. Duration of the contract will depend on the project. Location: Munich Description: Under the supervision of the CG Supervisor, the Creature FX TD is responsible for providing a wide variety of dynamic simulations and rigs for photo-realistic creatures; including clothing, fur, hair, muscle and skin. Responsibilities: · Creation of fur, feathers and grooming for photo-realistic creatures · Develop simulation setups for photo-realistic creatures; including clothing, fur, hair, muscle and skin. · Involvement in the development of departmental tools and techniques · Regularly communicating with Production and Leads regarding schedules and deadlines · To be able to work with the visual effects supervisor, and the lead CG artist to determine the best creative approaches and techniques for all the different steps in a 3D production pipeline. · Be able to deliver work within established project targets and the high quality standards of the company. Requirements: · Minimum 5 years of experience in a CFX/FX role in a VFX studio · Previous experience on CG creature projects · Excellent knowledge of Maya · Excellent knowledge of Houdini · Experience in the following dynamic simulation: cloth, hair/fur, feathers, skin and muscle · Programming experience with Python, PySide, PyQt, VEX · Programming experience with C++ for Maya and Houdini plug-ins, an asset · Knowledge of 3D-related mathematics, an asset · Experience in creating rig simulations · Rigging skills and experience · Self-driven, good communicator, and a great-team player · Excellent organizational and communication skills · Work ethic focused on the dynamism and collaboration · Ability to perform multiple tasks set priorities and problem solving · Good communication, organizational, time management and interpersonal skills. · English language skills If your experience matches above description we are looking forward to hearing from you! Please send your CV and demo reel by email to jobs@trixter.de.
  11. I've got an R&D file in which it looks like the hair count is changing frame-to-frame. Both Mantra and Redshift are identifying the topology as changing frame-to-frame, so they're both disabling deformation motion blue for the object. This occurs whether the both the guides and the hair are cached or not. Is there a necessary rest setup for hair/fur? I've gone through the nodes in my set and the rest cache option under Static Generation on the Hair Generation node is about the only thing I see that might come into play. Attached are a few images showing the issue between frames 30 and 32, as well as the scene. – mC FurBall_ForRS_01.hiplc
  12. vellum hair break [SOLVED]

    Hi, exploring vellum i'm trying to break an hair geo by enabling the "break threshold" option in the "vellum constraint" SOP. I must be missing something on the constraint workflow of vellum because it has no effect at all on the sim :'( I'd be curious to know if any of you managed it ! Thanks vellum_hair_break.hipnc
  13. Hello! So recently I saw two new videos that were produced by FORTICHE, the same company who produced the League of Legends video for Imagine Dragons' "Warriors" a few years back. While that video was impressive, these two newer ones are outstanding. I am sure it takes a lot of money, time, and work to produce anything in this style, but I just adore it and would like to create something similar one day. Does anyone have and information, theories, or even tutorials on how they achieved the look? (I know they implement a lot of 2D elements along with the 3d but I'm curious about the 3D part) Also I have some questions about hair. I have a basic understanding of how hair works with guide lines and such. What I don't understand is how they make the hair so unique, and held up, but still have it be rendered with individual strands. Also, for the k-pop video, how do they make the hair seem so flatly shaded over certain sections but still individual strands? Here are some good frames that showcase mostly 2D esk 3D They also have a really nice flat shading effect on the hay which I am really curious about. The main shine for this looks hand drawn over but the rest of the jewel looks half painted and half actually shaded. This jacket looks really 2D as well, curious how they got the simulated lighting on it to look so drawn. Here is where we start talking about the hair. The hair in this frame is very artistically styled. It may be a basic question but is that just achieved through guide hairs? How are the guide hairs made to not fall due to gravity but still simulate like actual hair? It doesn't just fall down but acts like it is constantly being pulled back to a certain hairstyle, are volumes used? These two shots exemplify what I mean by the hair looks like it is rendered in layers. The hair is made up of individual strands but its as though when they are grouped together they are instead rendered as one entity. Right under the thing south west of her ear you can see the shadows affecting the individual hairs but everything looks so held together, there are very little stray hairs. Here is the hair in motion. Sorry if this post is long, but if someone could help explain how companies get hair beyond just an undercut or simple part, that would be great. y2mate.com_-_kda_popstars_ft_madison_beer_gi_dle_jaira_burns_official_music_video_league_of_legends_UOxkGD8qRB4_1080p.mp4
  14. Flatness Effect for Fur Clump

    Hi ! TL;DR: I'm trying to reproduce a XGen Clumping modifier called Flatness Effect into Houdini Hair. It Flatten the clumps. Instead of the usual cone shape of a clump, basic its makes it flat like a mohawk hairstyle on top of every clump. ... I want to migrate from Maya Xgen to Houdini, but the only effect I can't reproduce for grooming is this flatness effect, and I do use it a lot! I tried all the Guide Process nodes and Set Direction was my best try, but I still can't make it work. Probably doing something to Parameter:Tightness inside Clump to move only in one plane the clump would work ? But how to do that? Please help !
  15. HI EVERYONE ! Nice to meet you All ! I have this project were i am trying to CONVERT A Imported Obj MESH into HAIR ! I sow this VIDEO And got so Inspired about Houdini Possibilities ... And tried tried tried ... to no end ... I Have gone As far as Selecting Some edges curves ... ( And spended 50 hours in one week just to discover how to do that : ) But i Reaaly cant convert to hair from There ... Too many problems, points order .. Splines messed up .. been a hell : ) I REACHED THIS FAR !! But was so so hard .. So many days to discover how by myself ( Good thing Houdini After we discover how is Mostly Automatic ... ) That reaaly pleases me as i am So tired of always repeating tasks in other softwares ___________ I atach the Full project Bellow ... For Houdini Wizards to Play and thinker with ... : ) I Would love to Do a UNIVERSAL GEOMETRY to hair Conversion ... From Game Low Poly , to Medium poly, to Sculped hair ... Like in 3D coat Or zbrush ... muscles , spheres ... I am more used to 3DSMAX / Hairfarm / Ornatrix / Blender hair Tool ... There we can do this ... Hair farm got a Nice Geometry VOLUME to hair method for example like no other ... But its Reaaly not for Imported meshes ... I KNOW SOUNDS OD ! Why not do hair directly in houdini ... ( but When working with Other Artists in a Studio pipeline ... ) Artists they always prefer to MESH SCULPT hair ... Then they give us This kind of hard Tasks ... of tracing the hair Shapes ... Were we have to Topo trace And Draw all hair with many Hundreds Splines ... 1 by one ... -.- ( MAYBE WE CAN GET IN THIS TOPIC UPLOADED MANY .HIP METHODS ) Were we cover Many Ways of converting many Tipes of Geometry to hair ... in Houdini . I searched everywere -.- Seams this is a Rare topic and no Examples Uploaded to web reaaly : ) Maybe we can make something Toguether and nourish the community ! THANKS SO DEEPLY MUCH FOR YOUR SUPPORT ! __ SOULSSTUDIOS HAIR_FROM_MESH.zip
  16. Heya, Anyone had issues with the viewport display of the "Hair Generate" node? Thought I'd lost a load of work to find that it no longer displays unless viewing wireframe mode.
  17. I want to start working on a short film next month and my plan is to create as much of it as I can in Houdini. If my film has characters with, hair, and clothing dynamics, what is the best workflow to handle this? Is it possible to have all the dynamics inside the character asset with a switch that turns them on and off? like an animation mode, and then a simulation/rendering mode?
  18. Houdini's hairgen node displays the hair polygon lines with thickness defined by the width point attribute. How can I visualise this in the viewport on normal curves/polygon lines?
  19. I am trying to create a solid object, with hair simulation that can collide with other surfaces. Right now I am using the "Organic mass" shelf tool, to create a solid object of a sphere. I am then applying hair (Add fur) and then adding hair simulation (Also via the shelf tool) I have also added a ground plane. When the solid object collides with the ground plane (And the object begins to deform), the hair simulation explodes. Is there another way to create a solid object with hair simulation, that will work, when colliding with other objects?
  20. Senior Groom TD - Trixter Munich

    TRIXTER is currently looking for a Senior Hair & Fur Groomer for our next feature film project to start as soon as possible. Location: Trixter Berlin or Munich, Germany Groom TD's are responsible for delivering high quality hair, fur, feathers and organic elements for our 3D characters and environments. Description: Grooming Hair/Fur styles for CG characters in Yeti to a photorealistic level of finish. Ability to light hair/fur assets in Arnold a major plus. Organic Modeling skills a major plus Requirements: Minimum of 3 years feature film or equivalent high-res (2K) experience Extensive production experience using Yeti for grooming Strong artistic and technical background Great communication and problem solving skills Ability to work well within a team Good English language skills EU citizenship or an existing German work permit. Please send your application with CV, link to your demoreel and earliest commencement by email to jobs@trixter.de We are very much looking forward to meeting you! www.trixter.de
  21. Htoa Hair Problem

    Hi, I made Hairs in Houdini 16.0.557, I made a Hair Standard (Arnold) material where I used Ramp in "V" for color along hair strand. It works in Htoa 2.0.0 (Arnold 5.0.0.1) , unfortunately I have to render this on farm with Htoa 2.0.1 (Arnold 5.0.0.2) and this is not working anymore, it looks like it taking the source geo for hair and colouring whole hairs. (I have kind of strips on these hair strands) - not any more on Htoa 2.0.1 Any Help? Or some workaround? Thanks. B
  22. Hair with soft body sim

    Hi guys! I have been trying to figure out how to re-create this effect. https://www.instagram.com/p/BiMSgmaHHQT/?hl=en&taken-by=hellompc I have a few questions as to how I should go about this 1)Would I simulate the soft body first followed by the hair or simulate both of them together? 2)Using the simulate guide shelf tool,it creates a separate network that is not part of the autodop that the organic mass shelf tool creates, Thank you!
  23. Hair effect? (flow/er)

    Hey magicians, I'm trying to study an effect I saw on flow/er by Lukas Vojir: Here are my thoughts about it: 1) Make curl trails and convert them to hair somehow to get that movement? or wires? 2) Create simple flip with curl noise and advect trails? So far I run some tests, I can get a similar result in static, but I cant give that movement, it is possible to convert advected trails to hair/wires to get that? or there is another better approach? Thanks in advance Cheers!
  24. Hello everyone. I am trying to follow the gdc 2017 talk about hair game creation and I can´t find the way to isolate the three curves that belongs to each primitive inside a for each loop. In side the for each loop I have the primitive and in the talk he create and attribute call curve id and in base to this attribute blasted each line that belongs to the primitive with a point expression. If someone could help will be really appreciated. Thank in advance. Isolate_curves_foreach.hiplc
  25. Senior Groom TD - Trixter Munich

    TRIXTER is one of Germany’s leading animation projects and visual effects studios, offering a wide range of high quality services in digital production for motion pictures and TV. We are proud to have worked on international feature films and series such as Marvel’s The Avengers, Iron Man 3, Captain America, Ant-Man, White House Down, Cloud Atlas and Wolfblood. We are currently looking for a Hair & Fur Groomer for our next feature film project to start as soon as possible. Location: Munich, Germany Groom TD's are responsible for delivering high quality hair, fur, feathers and organic elements for our 3D characters and environments. Description: Grooming Hair/Fur styles for CG characters in Yeti to a photorealistic level of finish. Ability to light hair/fur assets in Arnold a major plus. Organic Modeling skills a major plus Requirements: Minimum of 3 years feature film or equivalent high-res (2K) experience Extensive production experience using Yeti for grooming Strong artistic and technical background Great communication and problem solving skills Ability to work well within a team Good English language skills EU citizenship or an existing German work permit. Please send your application by email to jobs@trixter.de We are very much looking forward to meeting you! www.trixter.de
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