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Found 86 results

  1. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  2. I'm trying to apply this tiger's UV'd texture to fur/hair. I'm going round in circles and sure i'm being stupid, grooming is new to me. Any pointers appreciated:) Rendering w redshift.
  3. Hi! I am trying to build up a thin layer of static wool over the geometry. Is there an easy way to do this, and bake it? Thanx.
  4. Houdini Fur changed topology

    Hi there, im working on a project, making fur on an animal. Im affraid the topology of geometry that i got from an other artist will change over time. I do not find the way to transform the guides at least to the other geometry. Is there any solution out there? im using H18 thanks Balazs
  5. Xgen fur to Houdini Sim

    Hello wizards. I need to simulate fur that was generated in Maya Interactive XGen (don't ask why), it has about 2 millions prims. I load it as guides (part of it, for test) and it simulates ok. So now I want to figure out what would be the best workflow to simulate the whole fur, as it seems to me it will be quite heavy to sim 2mil curves. I'm looking for optimization. Any suggestions would be highly appreciated.
  6. Hi, i've been trying to export my fur from Houdini to be rendered into maya with redshift through rop alembic, but when I cache the nurbs they don't render at all, so I tried to convert the fur with a polywire and exported in fbx. It works, but it's still a polywire, what am I supposed to do to maintain the original fur? (Tried to install redshift in Houdini for a proxy export, checked the .env file with the correct path installation, but the plug-in won't show off in the houdini shelf). Should I try to cache in bgeo and make the hairgen a digital asset with Houdini engine or there are other ways to make this work? I'm using Houdini v. 18.5.408 and redshift v. 3.0.31.
  7. Hello there ! So, I'm currently working out how to add a fur system to an animated alembic file imported (animated in) Maya. This is to debunk the workflow we'll be using on my graduation project, and all rigging and animation will be done on Maya, but grooming (including sim) on Houdini. So far, I've got a basic boucing sphere to test things out exported from Maya both as a simple .OBJ for the static mesh, and an animated .abc (alembic) of the same sphere. The setup seems to be "working", but somehow, the hairgen and deformer both seems to generate on each individual faces of the animated sphere, when it doesn't on the static mesh. Is there something specific to do with an imported alembic for the hair system to work properly with it ? I would appreciate any advice ! Thanks.
  8. Just out of curiosity, can I build a fur shader using VOPs? https://www.sidefx.com/docs/houdini/shade/build.html
  9. Hello I`m searching for most effective way how to select (pair together) only one nearest curve of specific scattered point. I have T-pose baked curves (Fur curves, million of points) and I need to simulate them. I`m separating longest lines, where sim will be visible, then I`m scattering points on given surface (skin) with scatter relax, so I have nice, even distribution of points. Now, I cant find nice way, how to separate only one curve with nearest distance to specific scattered point. In the end Ill have same number of curves as my scattered points. Little scene attached. Also second step will be most efficient way how to transfer simulated guides back to baked Hi-res furs. Point deform is quick way but I`m looking for something super efficient. Don`t need extra details with transferring per guide, I`m looking for speed. Point cloud with radius with blending position is best bet? What do you think? Thanks a lot for ideas. curve_selection_v01.hipnc
  10. I want to use different texture maps one for the tip and another for the Base for my Houdini Hair using Marschner Hair shader and rendering it with Renderman. Could someone like to share how can I do this so that I also have control of fall off?
  11. Hello, I've been having an issue with rendering fur in H18. As you can see in the attached image, the fur is glitching out and is transformed to the origin. There is no issue with the hair in the viewport but the problem comes up in the bucket as well as ipr render. I've tried turning off individual nodes in the hair generate node but no luck. If I create a new hair generate node the problem is fixed and If I revert to a much older saved file the problem is fixed but I'm hoping there is a simpler fix. Any ideas? Thanks.
  12. Hair self collisions vellum

    Hi I need to sim groom that needs to be quite stiff, but hair should self collide and layers should stay on top of each other. I can`t seem to make it work. Here`s simple example scene that I`m working on to test it. Any tips of how to make it work are welcome Thanks Janis selfcolision.hip
  13. Hi, Anyone knows a good way to deform groom using sim curves? as guidegroom deform doesn`t seem to work for me and pointdeform has some other issues. Do I really have to sim low res curves and then apply hairgen for full res? Problem is that i have my groom done already and want to sim approx 10% of curves and only the long ones and deform my groom by those curves. Obviously I can`t acces Furtility, so is there any other good way using Houdini to do it? Thanks Here is the simple example of what I`m talking about: groomDeform.hip
  14. Animated noise on guides or hair

    I just got into fur and hair in 17.5 and I'm wondering how would I go about having guides or hair animated with some noise on direction or bend with each guide as seed. I'm not looking to simulate hair as I have many characters with the same fur and simulating would be too much. Ideally I would like to have each character with a different seed offset on the noise (I have a for loop and deforming the original guides on sop level using groomfetch etc) but maybe that's me getting ahead of myself. The guide process nodes don't seem to have an option for animating with noise so please let me know if you know if and how that would be possible. Thank you.
  15. Hey guys, Could anyone explain me why hair and fur shelftool creates two additional objects (guide groom and hair generate objects) instead of putting everything inside the original geo object? I was able to recreate everything in the original geo object, and everything works fine. Such workflow seems for me more, at least visually, obvious for me. I have to admit that i m not big fan of shelftool, and i prefer to make everything by myself in network panel. However as i m still learning houdini, i use shelftool sometimes to understand the workflow, so i can recreate in future in the network panel from scratch. So my question is what is the idea behind creating separate objects? Do i miss something by creating everything from scratch and putting all nodes in the original geo object, like some additional settings on the object level itself? I could not find the answer to this question, so maybe you could shed light on this subject. Thanks in advance
  16. Hi all, I've started with fur in Houdini 17.0.352 With default Rubber toy has brought the output in a solid color. But I'd stuck to get the colors from the maps. Please advice and attached the file. Thank you in advance FurToy.zip
  17. Houdini Groom ... MPC London

    Hi everyone MPC London is looking for a Groom Artists with Houdini experience for an initial contract over the summer. Please get in touch if you are available, or can recommend someone who is… paul -at- mpc.jobs This is an in-house role so unfortunatly we can only consider candidates able to work in London without the requirment for a visa. Paul Wilkes Global Head of Talent MPC
  18. 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
  19. 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!
  20. Hello! My name is Joyce Kambey. Currently reside in Singapore, and looking for a job. Will be graduating from 3dsense Media School (VFX Specialisation) in 1 week. Before I came to 3dsense I have 3 years production experience as character rigger and 3d animator. I have used houdini for rigging & animation works for almost 3 years, and used houdini for FX works for 8 months. I have attached my resume with this topic. here's my demoreel: links: linkedin: https://www.linkedin.com/in/joycekambey/ vimeo: https://vimeo.com/joycekambey artstation : https://www.artstation.com/joycekambey e-mail : joyce.kambey@gmail.com JoyceKambeyResume2019.pdf
  21. 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!
  22. 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.
  23. 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
  24. 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.
  25. 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
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