monkibase Posted September 13, 2014 Share Posted September 13, 2014 Hello everyone! Right now I'm in a process of doing feather system for my character. I'm doing it based on the fur system - I'm taking its guide curves and adding a sweep on them to get patches. Right now I'm working on orienting them right. When I get some decent result I'll show it, but for now I want to know, does any of you have some ideas of how to do feather system? Maybe someone already did one and know where to start? Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted September 13, 2014 Share Posted September 13, 2014 Welcome on Board, i haven't seen a release hip file for a feather system but there are some videos.... http://houdiniadventures.blogspot.ch/2010/07/procedural-feather.html https://vimeo.com/26853572 https://vimeo.com/11593623 http://www.sidefx.com/index.php?option=com_content&task=view&id=1938&Itemid=66 http://www.sidefx.com/index.php?option=com_content&task=view&id=879&Itemid=132 good luck for building one, i wait till it's on orbolt *haha* Quote Link to comment Share on other sites More sharing options...
MrScienceOfficer Posted September 14, 2014 Share Posted September 14, 2014 It is possible to create like per point per curve attributes in your system using the sweep the node? I would think having that sort of control would be pivotal. Personally I would think the copy sop would be a much better bet due to its built in attributes like scale and orient. Quote Link to comment Share on other sites More sharing options...
monkibase Posted September 14, 2014 Author Share Posted September 14, 2014 Yes, yesterday I was thinking about copy sop. Maybe you're right. The problem for me now is how to create UV for the patches if they will be created on dynamic curves. Well, I'll show something today Quote Link to comment Share on other sites More sharing options...
MrScienceOfficer Posted September 15, 2014 Share Posted September 15, 2014 That's kinda a tough one, I'm not really all that familiar with Houdini's uv toolset outside of the common place stuff like projection and what not. But if your system was only going to have patches, I would think the simplest and most reliable method would be to set the uv coordinates yourself. Basically get the corners of the patch and stick them at 0,0 1,0 etc then interpolate the rest. Quote Link to comment Share on other sites More sharing options...
monkibase Posted September 16, 2014 Author Share Posted September 16, 2014 OK, here what I have now xD https://vimeo.com/106248107 I used custom uniform scatter for the feather roots. Found the idea how to do this here: http://schnellhammer.net/blog/?s=uniform . But I added paint density function to this. Then I copied necessary attributes from the fur system guides and replaced them with my scatter points. So If necessary I still can edit them with fur brushes. At last I added patches with CopySOP, added some twist attributes. So what do you think? Patches intersect with each other a bit, but I think with the texture it will be ok. Also I want to take color info from the body and to texture patches with it using ramp. Quote Link to comment Share on other sites More sharing options...
freaq Posted September 18, 2014 Share Posted September 18, 2014 try recording the distance of the points on the feather upon the feather below it,and then maintaining that distance, this will stop intersection when animating the object.don't have a file but I found this to be key Quote Link to comment Share on other sites More sharing options...
michael Posted September 18, 2014 Share Posted September 18, 2014 nice start... one type of test you should do soon is feathers on deforming geometry. Quote Link to comment Share on other sites More sharing options...
monkibase Posted September 19, 2014 Author Share Posted September 19, 2014 https://vimeo.com/106556879 Flower here! xD I added some shape animation driven by velocity vector to fake cloth effect. Also cleaned some nodes, found some errors xD I think I'm pretty happy for now - I'll start to color them. Maybe some of you have some advice on feather behavior. nice start... one type of test you should do soon is feathers on deforming geometry. well, that bouncing ball was a cached animation from maya. But yeah, I'm doing it for a character, so there would be character tests. try recording the distance of the points on the feather upon the feather below it,and then maintaining that distance, this will stop intersection when animating the object.don't have a file but I found this to be key this are my scatter points - they can maintain the distance between them. And I can increase the radius of the wires and turn on selfcollision. But I think they move more or less together so it is OK. Quote Link to comment Share on other sites More sharing options...
monkibase Posted September 21, 2014 Author Share Posted September 21, 2014 (edited) https://vimeo.com/106747299 Hey! color test here xD I think I'll text next on a character. So i'll need to build it xD Edited September 28, 2014 by monkibase Quote Link to comment Share on other sites More sharing options...
monkibase Posted November 17, 2014 Author Share Posted November 17, 2014 Character sneak peek xD I'll render some video soon and I'll try to clean my hip file to upload it here =) Hope someone will take care of it and develop it further xD 1 Quote Link to comment Share on other sites More sharing options...
kleer001 Posted November 19, 2014 Share Posted November 19, 2014 oh wow, you stuff looks amazing! Quote Link to comment Share on other sites More sharing options...
tinyparticle Posted November 24, 2014 Share Posted November 24, 2014 It's looking great. Looking forward to your updates with great interest. Quote Link to comment Share on other sites More sharing options...
monkibase Posted November 25, 2014 Author Share Posted November 25, 2014 Finished my project with this creature. I also want to make a close shot of its face. 7 Quote Link to comment Share on other sites More sharing options...
michael Posted November 25, 2014 Share Posted November 25, 2014 nice job! Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 25, 2014 Share Posted November 25, 2014 That looks incredible. Congrats Oleg. Quote Link to comment Share on other sites More sharing options...
freaq Posted December 5, 2014 Share Posted December 5, 2014 awesome work man! Quote Link to comment Share on other sites More sharing options...
monkibase Posted January 22, 2015 Author Share Posted January 22, 2015 Thanks everyone! I had some time to work on this a little bit more. So I refreshed the video file. Now it also has a bonus fancy closeshot xD Also I cleaned up my asset and want to share it with you guys. So what is it: Feather system based on wire dynamic simulation. Originally it was based on the fur system but now there is only few nodes left from it. It also has cloth-like behavior to make animation smoother. you can: - paint attributes such as comb, length, density,texture blending. - texture each feather, color all of them using skin texture. - blend multiple feather textures together - ruffle feathers, mystique effect. - supports custom imported curves. For example I created some curves in blender and used them to drive feathers. Some issues for now: - it intersects. Because it is not a cloth sim but the wire sim feathers doesn't know about their neighbors so they can intersect. However when there are a lot of feathers and they all have proper alpha texture you won't see it much. - mystique effect needs to be polished. Just need to add ramp parameter to control bending. Also I want to share it on orbolt. So I would like u to test it and say what do you think. Owly_feathers.zip 8 Quote Link to comment Share on other sites More sharing options...
pbd Posted January 23, 2015 Share Posted January 23, 2015 Some very cool ideas in here! Kudos. Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted January 23, 2015 Share Posted January 23, 2015 Really cool file. Thanks a lot for sharing. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.