romannz Posted July 9, 2012 Share Posted July 9, 2012 (edited) I want to put one fur-node to many objects with the same topology but different animation. I try some approach but fur styling was lost. How I can do it? And please another question. How I can put one shader for many objects with different maps for each object? Thanks! Edited July 9, 2012 by romannz Quote Link to comment Share on other sites More sharing options...
mangi Posted July 9, 2012 Share Posted July 9, 2012 (edited) I want to put one fur-node to many objects with the same topology but . I try some approach but fur styling was lost. How I can do it? And please another question. How I can put one shader for many objects with different maps for each object? Thanks! different animation: Use the mdd method there is a simple example open this link inside of houdini in the help http://localhost:48626/examples/nodes/sop/mdd/Simple MDD Basically what you do is export the animation to a mdd file. for each of the animtion: Then hook the mdd back into the fur character. This is the simplest method. you could export into chops , but try this it´s an easy way. mangi Edited July 9, 2012 by mangi Quote Link to comment Share on other sites More sharing options...
mangi Posted July 9, 2012 Share Posted July 9, 2012 different animation: Use the mdd method there is a simple example open this link inside of houdini in the help http://localhost:48626/examples/nodes/sop/mdd/Simple MDD Basically what you do is export the animation to a mdd file. for each of the animtion: Then hook the mdd back into the fur character. This is the simplest method. you could export into chops , but try this it´s an easy way. mangi heres the example from the help section mdd mdd.hip Quote Link to comment Share on other sites More sharing options...
mangi Posted July 9, 2012 Share Posted July 9, 2012 just added one more thing. About the mdd. well I did a simple testjust to make sure that this theory was a good theory. Ya it worked just fine okay , I did not test this with any simulation okay, thats up to you. here are 2 quicktimes that prove that the MDD will function with the fur . here´s the scene and the mdd hope this is what your after . in the mdd file make your own rop to the folder of point it to these compressed files. I am sure that there is a method in CHOPS but maube the learning curve is a bit steep. this is fast and easy cheers good luck FIRST.mov SECOND.mov mdd_FUR.hip mdd.rar Quote Link to comment Share on other sites More sharing options...
romannz Posted July 10, 2012 Author Share Posted July 10, 2012 Thank you for good answer! I don't understand how it can help me. May be my question was not so clear. Example, there are 3 object with same topology. I did some combing hair on the one of them. And me need do some copy of fur for other objects. If I made it like in example then hair styling left only one of them(right one ball). How I can one fur apply for many objects? Quote Link to comment Share on other sites More sharing options...
mangi Posted July 10, 2012 Share Posted July 10, 2012 Thank you for good answer! I don't understand how it can help me. May be my question was not so clear. Example, there are 3 object with same topology. I did some combing hair on the one of them. And me need do some copy of fur for other objects. If I made it like in example then hair styling left only one of them(right one ball). How I can one fur apply for many objects? Maybe, it is as easy as just going into the fur sop , and in the skin tab, just point it to the other object for example Quote Link to comment Share on other sites More sharing options...
old school Posted July 10, 2012 Share Posted July 10, 2012 There are a few different ways to do this. If you used the Fur Shelf tools to style the fur, then all the attributes lie on the points of the geometry and the guide curves are built on-top of the surface using the Fur SOP and Mantra Fur Procedural. You could: - for every sculpt of every sphere, take those SOPs that were created during the grooming inside the Skin object in the Hair asset and move them over. Put them in a network box if you wish and name the box with the groom name. Then move the display flag back up to the displace_surface SOP and repeat another groom. You can now use a switch SOP to switch between the various grooms. Change the top level Skin geometry parameter to the identical topology geometry that you wish to apply the groom to. - capture the last SOP in the Fur groom SOP chain and write this out to disk or lock that SOP. Do another groom and repeat the process. Use File SOPs to pick up the furred skin geometry from disk then again use the Attribute Copy SOP to copy the attributes over from each groom to the new incoming geometry. With the latter option, you can use the Attribute Transfer SOP to move the groom attributes from one skin to another with a different topology with roughly the same shape. Given the open nature of Houdini's networks, you can mash up any number of variations of the above but it all comes down to the groom attributes residing on the skin which in turn creates the curves with the Fur procedurals. Quote Link to comment Share on other sites More sharing options...
old school Posted July 10, 2012 Share Posted July 10, 2012 Here's an example file showing all three ways. switch_grooms_on_spheres_with_same_topologies.hip Quote Link to comment Share on other sites More sharing options...
romannz Posted July 11, 2012 Author Share Posted July 11, 2012 Thank you for answer! Very useful information for me! But I have hole in my mind with duplicating one fur node to other objects. Like example: I need do few rats. I did fur for one rat and I want dublicate fur to others rats. Can I do it with out duplicating fur node? Quote Link to comment Share on other sites More sharing options...
mangi Posted July 11, 2012 Share Posted July 11, 2012 Thank you for answer! Very useful information for me! But I have hole in my mind with duplicating one fur node to other objects. Like example: I need do few rats. I did fur for one rat and I want dublicate fur to others rats. Can I do it with out duplicating fur node? One fur node + 4 sop . use a wildcard in the skin tab and you may get the result of what I believe is your question. However , Not really sure what this result would do , well I did a render and it works. but. I don´t think you will get any good results if you DOP it But hay that´s your question ? mangi Quote Link to comment Share on other sites More sharing options...
mangi Posted July 11, 2012 Share Posted July 11, 2012 Well . just for the shake of responding my own question, And quite impressed on how HOUDINI is so inteligent and was able to do a DOP sim with this really easy method Here is a flipbox I guess , there could be another test with deforming objects Mangi furcopyDOPS.mov Quote Link to comment Share on other sites More sharing options...
romannz Posted July 11, 2012 Author Share Posted July 11, 2012 One fur node + 4 sop . use a wildcard in the skin tab and you may get the result of what I believe is your question. However , Not really sure what this result would do , well I did a render and it works. but. I don´t think you will get any good results if you DOP it But hay that´s your question ? mangi Thanks for answer! It would be good if it way work with combing fur. See my post #5. I did the same like you )) Quote Link to comment Share on other sites More sharing options...
mangi Posted July 11, 2012 Share Posted July 11, 2012 (edited) Thanks for answer! It would be good if it way work with combing fur. See my post #5. I did the same like you )) Okay_ One fur node, 4 different SOP geo , comb on each sop Houdini was really inteligent and made a comb, one for each of the 4 sops Make sure you do this before DOP after the comb make the DOP Well I hope this is what you want here is scene if anyone would really like to see if this is really working Houdini is magic Mangic fur_wildcard_comb4.hipnc furcopy_comb_DOPS.mov Edited July 11, 2012 by mangi Quote Link to comment Share on other sites More sharing options...
romannz Posted July 11, 2012 Author Share Posted July 11, 2012 (edited) Okay_ One fur node, 4 different SOP geo , comb on each sop Houdini was really inteligent and made a comb, one for each of the 4 sops Make sure you do this before DOP after the comb make the DOP Well I hope this is what you want here is scene if anyone would really like to see if this is really working Houdini is magic Mangic Thank you! hm.. I took one ball and have combed it. In fur node Instead of number I put *. But styling has only one ball. copy_fur_01.hipnc Edited July 12, 2012 by romannz Quote Link to comment Share on other sites More sharing options...
rob Posted July 12, 2012 Share Posted July 12, 2012 Keeping with the fur theme and multiple objects. Is it possible to put fur grooms on point instanced procedurals ? rob Quote Link to comment Share on other sites More sharing options...
mangi Posted July 12, 2012 Share Posted July 12, 2012 (edited) Thank you! hm.. I took one ball and have combed it. In fur node Instead of number I put *. But styling has only one ball. Okay. I have misunderstood your question. Did you want one fur node and have each copy to be able to have it´s own comb? Then just comb each one. You want to have the same comb? on evey object ?? . copy_fur_01_recomb.hipnc Edited July 12, 2012 by mangi Quote Link to comment Share on other sites More sharing options...
mangi Posted July 12, 2012 Share Posted July 12, 2012 Okay. I have misunderstood your question. Did you want one fur node and have each copy to be able to have it´s own comb? Then just comb each one. You want to have the same comb? on evey object ?? . okay I think I know what you want. To copy the fur style on other characters . like a preset Well can this be done in houdini fur shelf tool somehow. I have been looking into the fur set up from the self and can´t really figure this out. Well Atleast I think I figured out the RUSSIAN´s question. Any one else out here have any ideas . I think that each character has to have it´s own Fur Sop And if you want to Use the same Comb . Use That Fur Sop and then Change the Skin. Mangi Quote Link to comment Share on other sites More sharing options...
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