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Found 58 results

  1. 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?
  2. 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
  3. Ideas to achieve this effect

    Hi im learning houdini and a few days ago I found this and I really wanted to create something like it using Houdini, the problem is that I don't really found a way to do it and I'm kinda frustrated, my first idea was to scatter points on the base geometry and then copy to points a grid, but then I'm not sure if that could work or how to make a cloth sim for the grid which should be colliding with each other, idk maybe is easier that I think and im completely in the wrong path haha if someone can guide me a little bit on this little quest ill be beyond grateful. .
  4. fur sim issues

    hi guys, i,ve recently ported from maya over to houdini been playing with the amazing fur tools and trying to simulate some fur. but my sim is too stiff ,, i,ve tried reducing the spatial scale but to lill or no effect. any ideas how to fix this guys thnx
  5. 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!
  6. When trying to put a guide simulation on my fur, houdini starts cookingOP and after 1 min 30 sec it gives me the error : "memory allocation error occured, probably duo to insufficient memory" and crashed. Anyone knows how to solve this ? Kind regards Specs: CPU: Intel core i7 16 GB ram GPU: Nvidea quadro m2000m houdini 16.5.323
  7. 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
  8. 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!
  9. 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!
  10. 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
  11. 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!
  12. 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!
  13. 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.
  14. 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
  15. 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
  16. 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!
  17. 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?
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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