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Found 54 results

  1. 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
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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 !
  7. 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
  8. 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.
  9. 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?
  10. 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?
  11. 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?
  12. 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
  13. 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
  14. 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!
  15. 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!
  16. 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
  17. 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
  18. 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!
  19. 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!
  20. Hi all, I am attempting to render out hair curves and only have them generate at the time of render. As I understand it, setting the hairgen node (created from a fresh scene from the shelf on a rubber toy object) render parameter to Hair Generation = "Generate Geometry in Mantra" is supposed to do just that. If I switch that parameter to "Use SOP Geometry", the hair renders out fine, but that defeats the purpose of not writing out the geometry beforehand and thus bloating the size of my IFDs. Otherwise none of the hair renders. Has anyone seen this happen or know what needs to be changed in the scene? Is this a bug? This is using HoudiniFX, v16.0.619 I cannot supply my scene file, nor screenshots, but this is happening in both my actual scene file and in a fresh launch of houdini with simple geometry as the only geo in the scene.
  21. Hello all, I wanted to share a Houdini OTL asset I've made and am testing out for the beta release: "https://www.psynema.com/houdini-procedural-hair-cards-game-meshes/" The link above is the documentation and download links (available on Orbolt) The asset takes Houdini's Hair system, then procedurally makes a low poly hair card for each hair clump, so your hair generate nodes will need a hairclump node within to initialize a clumpid attribute. Simply plug your hair generate node into the asset and the left output will give you a low poly hair card wig and the right output gives you a high poly mesh that's exportable. (Houdini's hair system is actually NOT geometry that's exportable to other software, so the asset takes care of converting it). MORE IMPORTANTLY - the asset procedurally creates a GROUP NAME for each hair card that MATCHES its high poly hair clump. That's important because Substance Designer can take that information and BAKE EACH HAIR CARD SEPARATELY without interference from other hairs belonging to other cards, something Houdini has yet to implement, a "match by mesh name" feature. Let me know what you all think as I'd like to build upon the asset. Thanks, Gary
  22. 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!
  23. Two questions about hair: 1) I'm trying to get a "helmet hair" look, i.e. a hairdo that has been "pushed" closer to the scalp. I can always modify the guide curves by manipulating them as SOP curves, but I'm wondering if there's an dedicated groom (either tool or process) that would push an existing hairdo closer to the scalp. Or should I perhaps start with guide hairs that are already near-tangent to the scalp and try to create the "helmet hair" look from there? 2) While working on the problem above, I often get hair penetrating the scalp. Is there any setting in the groom tools that would force hair to always stay outside of the scalp (without doing simulations)?
  24. 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!
  25. 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.
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