Mikal Posted February 8, 2012 Share Posted February 8, 2012 Does anyone know if there's any way to get consistent fur coverage on changing topology? It appears the fur system will create it's own UV's at a rest position, but as soon as the topology changes there are obviously issues with this. I can use a texture map generated from a procedural that can maintain the general placement of the hair - but the exact position of the guide hairs will change regardless and thus change the overall look. Cheers M Quote Link to comment Share on other sites More sharing options...
michael Posted February 8, 2012 Share Posted February 8, 2012 how is the topology changing? can you provide a very simple example file of what you have? Quote Link to comment Share on other sites More sharing options...
Mikal Posted February 8, 2012 Author Share Posted February 8, 2012 I'm trying to create a deforming skin - and doing so by turning an object into FLIP particles, and slowly manipulating them with noise and SDF fields in the pop solver. I then mesh with particleFluidSurface... and the changing topology is a result of that. The mesh isn't intended to deform a great deal, I realise this could be done in SOP's... but I'm using a promoted rest attribute from the flip simulation to the mesh that drives a procedural texture - which gives the result I'm after. So I'm hoping that there's a way around the changing topology issue - maybe. The attached file is basically what I'm trying to deal with. Thanks! Topology_Change_Fur.hipnc Quote Link to comment Share on other sites More sharing options...
michael Posted February 9, 2012 Share Posted February 9, 2012 yikes... yeah I don't think that will work... you could try deforming a static topology with the fluid mesh...then putting the fur on that... Quote Link to comment Share on other sites More sharing options...
Mikal Posted February 9, 2012 Author Share Posted February 9, 2012 Yeah bit nasty. You can sort of do it by creating your own guide hairs - from some scatter points, and prim attribute lookups. But I eventually found the easiest method was to copy-stamp small grid geo to flip particles just below the mesh. Thanks for looking anyhow. M Quote Link to comment Share on other sites More sharing options...
valerio tarricone Posted July 3, 2013 Share Posted July 3, 2013 Hi Peon Could you post the houdini file of your solution? Im dealing with the same problem.. Quote Link to comment Share on other sites More sharing options...
pelos Posted July 19, 2013 Share Posted July 19, 2013 there are several thing you can do but with limitation, hair in houdini needs a rest position for the points of the mesh, if you only need regular hair with no special attribute such as white hairs noise etc... you can use it and no biggies. but will jitter since the points are changing and also the separation of the polygons is stretching. can you scatter points base on an attribute and copy a line to it? that will preseve those needed attributes? Quote Link to comment Share on other sites More sharing options...
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