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Found 83 results

  1. Baking Hair Textures to Cards

    Hi all I'm trying to bake hair textures to cards I've generated. The built in Houdini baker requires a camera which I don't think is ideal. Saber mentions a technique in this video (at around the 30min mark) where he uses Mantra to sample at every normal to capture the data, but he doesn't show how. Can anyone offer any ideas on how to implement this? Thanks so much!
  2. Hello guys, I am doing a new test with vellum hair. I am trying to sim a sort of object going through some vines and I would like to have a opening like curtain effect but I cannot make the hair react like I would. Feels like they are stretching always no matter what is the value of stretch.. Am I considering something in the wrong way? Any suggestion help would be great thanks test_vines.mov tree_test_v002.hipnc
  3. Hello guys, I am trying to recreate a helicopter landing scene on grass. I am new to Houdini and I was trying to use hair and a radial force to create the effect but not really having much good results. Could someone give me some tips on how to achieve the result? Thanks Luca
  4. Hi I'm trying in this setup with the Guide Deform SOP but as you can see it really is not working. Please help! Hair Fallout.hiplc
  5. Hello Guys! Noob question... I have a character with modeled/sculpted hair, and I want to make it dynamic. The thing is. I´m using a spline for each hair chunk, and the vellum solver to make that spline dynamic. I like the motion I´m getting on the splines, but when I use the wire capture/wire deform combo, The mesh gets flattened. It follows the motion, but it looses all the volume/shape. Is there a way to keep the hair´s shape?? or am I trying to solve this the wrong way?? I hope the images below can show the issue. Thanks in advance! EM
  6. Hi, I was following this tutorial but at around 5:20 he started using green guides to select and move individual guides, which I dont get. Im using 17.5.425. Does anyone know what's the issue or if it is a bug? Thank you
  7. 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
  8. 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
  9. Hair initial state

    Hi everyone, im new to houdini but have a question as i really cant seem to find the answer anywhere. I was wondering how you would keep a groom once you have added simulation to it? As in how do you stop the groom from just flopping down with gravity? Is there a way that the simulation will try keep the groom ? hope this makes sense. Thanks in advance.
  10. Our company (Synthesis AI) is interested in working with freelance "Houdini Grooming Artists" for an ongoing project. Candidates should show their skills through work samples from previously completed projects (demo reel, still renders). Please let me know if you or anyone in your network is interested: ali@synthesis.ai Regards -Ali
  11. Hi, How could I measure vector distance to another surface like you see here. Not just closest point distance, but distance following the vector. I would like to use this as length point attribute in hairgen to control the shape of groom with geo. Cheers Janis Vector_length.hip
  12. Hair Guide Transfer Issues

    Hey guys, I'm still fairly new to Houdini and I am trying to make a hair sim for a character on a short film I'm on. I have created my groom on a static mesh of the character and I want to transfer it to the animated mesh. I've imported an alembic cache from Maya, matched topologies with the static mesh, cached that matched mesh out, then brought it back in. I want to transfer the guides to this newly cached mesh, but when I use the guide transfer node, it creates multiple instances of my groom and scatters them around the space. I have also tried the vellum constraint option "attach to geometry" with only the root points selected, hoping the rest of the curves will follow but only the root points moved. Not only that, but they didn't spread across the mesh to their correct position. At this point, I'm not really sure what to do anymore. Any recommendations are welcome. I can attach the file too but I'm not sure if that would be much use since you would need the cache files too.
  13. Vellum - Breaking / Shedding Hair

    Hello everyone, I've a project where i want to simulate some hair with vellum. The hair should break and fall to the ground over time but i can't get it to work properly. As you can see in my simple example, the breaking is working for the guide hair just fine but resulting in a misbehavior when it comes to hairgeneration itself. The vellum sim is somehow not correctly transferred, resulting in the hair just dissolving... I tried a vellum hair sim without the breaking before and it is just working fine, so i really don't know where the error comes from. I attached a simple example of what i tried; any help is much appreciated Test_Vellum_Groom_simple_hair_drop.hiplc
  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. I have used this setup on a number of projects and thought I would share. Basically, it is a simple setup that uses the wire deformer and hair system to animate geometry. I used to do this all the time back in Maya using Shave and a haircut, and was surprised that there isn't a more straightforward method to do this kind of effect in Houdini. This is especially useful when you need to add flowers or other kinds of detailed grass to an existing grassy field that has wind blowing through it. grass_example.hip
  17. Hi! I'm trying to figure out how to add a glittery effect to houdini mantra hair. Would I have to build that into the hair shader? If so could anyone giv eme a quick rundown on how to start doing that? The effect I'm going for is like you dipped your hair in glitter water. So the end result is a very sparkly hair. Also I would like to adjust the color of the glitter. Edit: Also I'm generally finding it hard to find a good explanation for how to start adjusting/bulding your own materials.
  18. Hey guys, I have a question about rendering and baking AOVs with Mantra. From the extra image planes I managed to render out LPE planes such as beauty, direct diffuse, indirect diffuse, direct glossy reflections, and glossy transmission for a hair groom. They turn out great. The problem is when I try to bake those same image planes from the hair groom onto cards. The LPE image planes come out black. If I try render any of the other image planes like root to tip color, hairID, transparency, diffuse unlit color or any other custom passes, those come out great, but all the LPE passes don't render. I suspect this has to do with the absence of a single camera point, so specular reflections, transmission, and other camera dependent BSDF functions don't produce anything. Is there a way around this? Is there a way I can feed a fake camera/eye point in space to the hair shader and then bake that lighting on a card? In a way to create a static fake incidence angle that references a camera I am not actually rendering through? I am also experiencing problems setting up ambient occlusion to be baked from the hair onto cards, a tip on that would be most wellcome. I am using the bake texture ROP. any feedback would be most appreciated, cheers
  19. Vellum Hair Stiffness Falloff

    Hi, I'm working on some hair simulation for a groom setup using the grooming tools. I've been trying to get a stiffness falloff working so that the hairs are very stiff at the root, but become less so at the tip of the hairs, but haven't been able to get anything that works yet. Ideally I'd like to be able to put a ramp gradient along the guide curves that can then be multiplied against the bend and stretch stiffness values. Is this an approach that could work? Or should I be trying to adjust the constraints instead? I've attached a sample scene using a sphere with a gradient multiplier along the curves that I'm trying to get to work. any insights would be very appreciated! furStiffness.hip
  20. Hair Gen issue

    Hey there, I'm trying to simulate hair, that works so far. But if I try to use the hairgen they always disappear after a few frames. The strange thing is that they only disappear if I'm caching the Simulation and load it from disk. If I'm not loading from disk everything works just fine. Hope somebody can help
  21. Adrian Meyer's Cell Split Hair

    Has anyone done Adrian Meyer's cell Replication tut & been sucessful adding the hair? I've tried a few ways but can only get the hair to work on one side of the split. https://vimeo.com/329020210 Thanks guys
  22. houdini feather tool test

    a feather tool developped by me. 4ba291d06056c28ade186ba4186a5de2.mp4
  23. 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
  24. 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
  25. 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?
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