Anatol Posted June 14, 2012 Share Posted June 14, 2012 Hi everyone. Have somebody tried to transfer hair guides created by Shave plugin in Maya to Houdini? Is there any way to transfer combed nurb curves and place them on a skinned geometry in Houdiny, for using tmem with the Houdini fur tools and shading? Quote Link to comment Share on other sites More sharing options...
theflu Posted June 14, 2012 Share Posted June 14, 2012 would be cool. one thing for houdini that would be cool is a tool like shaves "comb hair by selected curves" i tried sth with a wire transferblend but didnt work that good. Quote Link to comment Share on other sites More sharing options...
mangi Posted June 14, 2012 Share Posted June 14, 2012 (edited) frome the shave menu in maya there are a few method of doing this. here is the poly method mangi Edited June 14, 2012 by mangi Quote Link to comment Share on other sites More sharing options...
mangi Posted June 14, 2012 Share Posted June 14, 2012 O here are the guides Quote Link to comment Share on other sites More sharing options...
Owl Posted June 15, 2012 Share Posted June 15, 2012 (edited) Hi everyone. Have somebody tried to transfer hair guides created by Shave plugin in Maya to Houdini? Is there any way to transfer combed nurb curves and place them on a skinned geometry in Houdiny, for using tmem with the Houdini fur tools and shading? i did... a while ago, i could dig into my old projects if there is stil a need for this Edited June 15, 2012 by Owl Quote Link to comment Share on other sites More sharing options...
johny Posted June 16, 2012 Share Posted June 16, 2012 Here is a small example. Part of it is from odforce thread about transfer maya guides to houdini. All I had to do was add some nodes to move guides with skin geometry. Align node measures difference between normal angle of rest and live geometry and transfers that information to your guides. To transfer guides you can use .iges file, depends on software you use points order on guides can be different, so there is another way to calculate hair root position. If you have any problem just ask hair.rar Quote Link to comment Share on other sites More sharing options...
mangi Posted June 16, 2012 Share Posted June 16, 2012 Here is a small example. Part of it is from odforce thread about transfer maya guides to houdini. All I had to do was add some nodes to move guides with skin geometry. Align node measures difference between normal angle of rest and live geometry and transfers that information to your guides. To transfer guides you can use .iges file, depends on software you use points order on guides can be different, so there is another way to calculate hair root position. If you have any problem just ask Cool. ,would you happen to have the maya scene, just to look at it Quote Link to comment Share on other sites More sharing options...
Anatol Posted June 18, 2012 Author Share Posted June 18, 2012 i did... a while ago, i could dig into my old projects if there is stil a need for this Of course there is still need in this I was very excited about hair made for king-kong with the shave, but shave export rib files to long for rendering with renderman. If I understood correctly mantra interpolates hair at rendering process. Some my colleagues which is using Cinema4d says that its tools is quite better than shave, it work in symmetry mode and much stable. But I'm learning houdini, I really stunned with its abilities, but comb tools is not very convenient as for me. So I'm looking for ways to transfer hair to houdini. It would be nice if you find your project Quote Link to comment Share on other sites More sharing options...
Anatol Posted June 18, 2012 Author Share Posted June 18, 2012 (edited) Here is a small example. Part of it is from odforce thread about transfer maya guides to houdini. All I had to do was add some nodes to move guides with skin geometry. Align node measures difference between normal angle of rest and live geometry and transfers that information to your guides. To transfer guides you can use .iges file, depends on software you use points order on guides can be different, so there is another way to calculate hair root position. If you have any problem just ask Oh, Johny, thank you! This is exactly what I meant. It probably just need to be connected with fur for good looking result and to get abilities for shading and using dynamics. Of course not that simple. I'm diving in fur nodes and digging advanced fur tutorials right now. Edited June 18, 2012 by Anatol Quote Link to comment Share on other sites More sharing options...
pyrochlore Posted September 28, 2012 Share Posted September 28, 2012 Hello~ Recently, I try import styled hair curves from Maya and want use them as guide in Houdini 12. I found the fur node in Houdini need the root of the curves stand right on the vertices or it will come out "Two sources have unmatched geometry". Is there any idea to solve this, or something i did wrong? Or I need to generate curve right on the vertices based on interpolation of the original hair curves from Maya? Quote Link to comment Share on other sites More sharing options...
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