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Found 113 results

  1. Hi Doing a vellum coiled cable sim and while I'm happy with the feel of it I've noticed I have some spinning close to pinned points, instead of bending. Is there a way to avoid this? Video shows the sweeped curve and then it shows the group used as pinned. phone_coil_cable_spin.mp4 I've noticed that vellum does not transform the input geo attributes (am I missing something?) so instead I used a point deform to preserve the sweep's orientation. Works well for most of the curve but not great on the tips. All constrains are super stiff so the coil shape can be maintained, so this could be the cause of the geo not bending but twisting. Still I wasn't expecting that twist. The Settings I'm using on Constrain and the Solver are below. Let me know if there's something to consider to avoid this behavior or to have Vellum transform input attributes. Thanks.
  2. Hello, i need a little help : I have a moving object with a scatter on it to create hair from these points. Theses hairs are stick with "pin points" and "match animation". And I would like to have hair collision with the object. But if I put this object on the collision input, there is a kind of artefact to these roots points. So what could be the solution to avoid this problem that is probably coming from pining AND colliding at the same time. I'd like to keep the pin system (no "attach to geometry"). Any idear ? Thanks
  3. Hi All, Struggling with my Vellum sim. Have a relatively simple sim that is some fabric suspended on wires. Hair constraint handles the wires, applied to wire Group, pinned to static elements Cloth constraint handles the fabric, applied to mesh Group, no pinned geo Glue constraint applied to all geo Edge length scale parameter on my geo is quite small / shouldn't cause issues Any advice on why my sim kinda works but doesn't keep points at the end of the wire and mesh in the same position? Thanks
  4. 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.
  5. Hair Braids

    Hey folks, any ideas how to setup hair braids? Or how to braid hair? thx in advance
  6. 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.
  7. I would like to control Hair guides using a few hair guides. So, generated hair from the Guidegroom node, and converted these hairs to new guides using the second guidegroom3 node. However, when I try to add a second hairgen2 node, I've got the warning message : The two sources have unmatched geometry
  8. 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
  9. Hi, I am trying to do a hair/fur sim. The issue begins when the curves interact/collide or go inside the collision object. I have created a simple example file belowvellumHair_Colision_Issue.hip, where the animated sphere with hair, goes down the grid and the hair curves get stuck to it in its surface . Is there a way, I can get the curves to detach at certain stretch distance and get it back to this original shape ? Please have a look at the files below, if I am not clear. Thanks in advance for your help
  10. Dynamics Tendrils Anemone

    Hi Houdini Magiciens Anyone know how i can do that ? I know how made tendril /anemone with hair but i don't find the way to made collisions like in this vidéo. It seems like cloth. Thanks a lot for your help !
  11. 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.
  12. I’m trying to bake texture using both “bake texture” and “games baker” nodes, a simple Geometry as the LOW RES / Uv object and a hairgen node as the HIGH Res Object, but all my results fail to capture any colors from hair (base color) although the normals seem to be right. How do I properly bake the hair shader to the texture? PS: I already tried to disable lighting.
  13. Hi I've been working on a personal project to learn some grooming simulation with houdini, but I can't make it work on my animated wolf. The wires just broke when they have to be simulating properly, I've tried a lot of things but nothing seems to work for me. If you know any solution please reply, I will be waiting for any type of information, thanks. hairtest_problem.hipnc lobito.abc
  14. Bake Texture of Hair on a Geometry

    I'm having a hard time getting the "Hair Generate" node of my geometry to be projected in its UV when using the "Bake Texture" node. The error presented is that there was no normals and UV map for OUT_GROOM when I tried with the settings of the image (geometry and hair are inside subnet1). I already tried on a "Geometry" node to use the "Object Merge" to bring the geometry and the hair together, and this works so that at least I can project something on the UV. Still, that way I can't apply a material like the "Hair Shader" to the "Object Merge" of the hair, the hair always stays white. No surface base color is showing.
  15. Vellum hair thickness problem

    Hi, I'm trying to make some thick tubes with vellum hair. Later with redshift i'll render the splines as tubes. So far everything works, but when i specify the thickness of the hair, i realize that the actual collisions are not as thick as i want. If i activate the visualization, they look as they should in the first frame, but as soon i start the simualtion the thickness collision shrinks down, so when i render the splines with my desired thickness, there are intersections. Can you help me with this one? Thanks! They look properly in the first frame They look like this after simulation has started
  16. Hi, I have some issues with Vellum Hair. With the Attach to Geometry constraint I can't found with wich attribut vellum activates the breaking. I would like to break my constraint when my points turn red. I don't want to deactivate the constraint on each point simultanitly. I have try to use a Vex Expression in the Vellum Constraint Property but I can't control the Breakthreshold attribut per points. Do you know any way to do this ? Thanks Hair_vellum_TO_DEBUG.hip
  17. Vellum hair issue on moving geo

    Hey magicians, I'm having some issues adding vellum hair to a moving geo. I tried using hair generate, and a for each loop to pin point 0, but for any reason the hairs go crazy. Simulated mesh also has static points (used point deform), so not sure what is causing this. I also tried scattering points on the animated mesh, but hairgen doesn't work when I select "per point", is this a bug in 18.0.416? I have normals on the points, but nothing appear. I believe I solved similar before using hairgen on scattered points. I also selected "match animation", when is not selected, hairs fall correctly, but when I try to make follow the moving points, constraints seems to go crazy: Any thoughts? Thanks!
  18. Vellum hair issue...

    Hello; I would like to spawn some falling wires that fall on a sphere, so I tried to use vellum hair, but the result is not stable as you can see in the image below. So, how can I fix it? Thanks for helping. FallingWires_01.hip
  19. 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?
  20. Hello, I have a rigged character in H 18 and my Groom is not following the characters animation. This only occurs once I have placed a guidegroom modifier in the Groom node. If I bypass the guidegroom the animation works and the hair deforms properly. Of course, without the guidegroom the hair simply stands up and looks incorrect. I have attached a sample file highlighting the problem. How can I fix this? Test_Rig_hair_NoShaders.hiplc
  21. Old school Afro

    Hi, I am new to houdini For some weeks now I have been attempting to use the grooming tools in Houdini. Can someone guide me on how to create an old school afro hair? The hair tool does not seem to create the curls and I cannot get variation as well. I am new with not a lot of knowledge any help would be deeply appreciated.
  22. Howdy folks! I've recently started looking into Vellum and I am currently trying to create interaction/collision between Vellum grains and Vellum Hair however it does not seem to come as easy as interaction between grains and cloth. I've used the same setup that worked with my grains and cloth example to make this setup however as mentioned above so far I've had no luck in making it work. I am sure that there is something very basic that I am missing here but I can't seem to find it. Any ideas? Screenshots of the setup(Sorry for less than optimal/clean node layout): Scene file as well as base model too if you'd rather dig into it. Vellum_Hair_Grain_Test.zip
  23. Hi. I try mixing hair and rbd destruction, but vellum "match animation" makes bad jittering. Here one point of each hair segment set to "Pin points". Disable "match animation" solve this jittering so this moving is caused by that. Every stiffness value and substep can't remove this. "Attach to geometry" makes more bad result. Can anyone solve this problem? Cheers! hair.hiplc
  24. We have shot a new scene for our short film. Unfortunately the hair of our lead actress was longer than we were led to believe. So for continuity we would like to explore the option of trimming it in VFX. She is in a clean close-up throughout with no one behind her and the camera is locked. We would like the hair at the sides to only come down to just before her chin. So about 2 inches trimmed at both sides during this close-up. It is a 30 second conversation. In the two attachments you can see her shorter hair in the scene right before the new one. Her longer hair is the new scene. It is fixed in position so it doesn’t move, which should make it easier to trim. If you have the experience of doing this, please send references and a quote. James Hughes CEO of Sunset Aperture
  25. Dynamic wool...

    Hi, So I have a complex problem that I can't get to the bottom of. I have created trails using volume curl fields. I want it to look like a ball of synthetic down/woollen filling. Now I want this to be dynamic so if it laded on the floor it would have volume but if I use vellum hair it just falls flat because it is just a bunch of curves. Any ideas ? Thanks Andy
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