betty Posted November 8, 2002 Share Posted November 8, 2002 i was working on some hair, this is what i initially came up with. it would be good to get some opinions as i want to do some type of demo and have hair included. so all opinions very much appreciated. Quote Link to comment Share on other sites More sharing options...
betty Posted November 8, 2002 Author Share Posted November 8, 2002 here's another shot Quote Link to comment Share on other sites More sharing options...
betty Posted November 8, 2002 Author Share Posted November 8, 2002 and another Quote Link to comment Share on other sites More sharing options...
betty Posted November 8, 2002 Author Share Posted November 8, 2002 ok, this will be the last one. all the hairs were attachd to a sphere which was then animated, hair was done in POPs with the basic hair shader at default.(color may have changed in the slightest degree). Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted November 8, 2002 Share Posted November 8, 2002 wow. is that curves? how do you control the curvature? Quote Link to comment Share on other sites More sharing options...
betty Posted November 8, 2002 Author Share Posted November 8, 2002 control? what's that? this is my first attempt at hair and in very early stages. so haven't gotten to control just yet. and i only tried one method. unfortunately i've been tied up and will be for the next two to three weeks and then i'll get back to it. they are all nurbs curves. i then took then into POPs and turned them to softbodies. attached forces, main one being wind as i was going for a hair blowing in the wind type of effect. i also animated the sphere the hairs are attached to see how shaking ones head will look along with testing collisions. i was very suprised at how well it came out. the animation really suprised me. it looks pretty damn good - especially as i don't really know what i'm doing. i'm sure there are other ways which could be better especially for control, like i said didn't even go into this. looking forward to it. i want to a demo and feature hair and have looked at xsi and came away thinking hair and mental ray. but don't like anything else i saw. so it got me to try it in houdini. any houdini hair stylists with some tips would be cool. also thinking of doing hair in an anime type of look, which i think should be kinda simple with blendSOP or springCHOP....but that's another thing altogether. b Quote Link to comment Share on other sites More sharing options...
michael Posted November 8, 2002 Share Posted November 8, 2002 wow...very cool betty... but I must say...if I saw something like that in real life I'd step on it until it was dead any chance of posting an animation? looking forward to seeing more Quote Link to comment Share on other sites More sharing options...
anakin78z Posted November 8, 2002 Share Posted November 8, 2002 Wow, looks really really good. I'd love to see an animated gif, if you can make one. Quote Link to comment Share on other sites More sharing options...
plan9 Posted November 8, 2002 Share Posted November 8, 2002 looks great betty, i think youre on the right track when assuming CHOPs for this. perhaps, bounding boxs can represent different *effect* areas...just control the bounding boxs through chops. of course it is easy in theory, we never run into problems....ever! Quote Link to comment Share on other sites More sharing options...
MG Posted November 9, 2002 Share Posted November 9, 2002 This is one of the best, if not simply the best, hair I've ever seen. (I'm not kidding) The most trickiest of all must've been the shading, right? Quote Link to comment Share on other sites More sharing options...
sirogi Posted November 10, 2002 Share Posted November 10, 2002 looks awesome betty! love the lighting... ok, just thking out loud here... I'm just curious about one thing....using softbodies in any software causes whatever geometry to get deformed in every which way, because the simulation pops down linear springs and that's not necessarily how stuff reacts, in short: it's hard for hair to conserve its length...you got strands stretching and acting "springy"... so I usually pop down a resample SOP right before the end of the network and using both the "no. of points" and "segment length" constraint...more control for the masses, and you get all the sway without the stretch...downside is: all your strands would be the same length... you could preserve the length of every hair into a prim attribute before animating, and then resample evey separate curve to its original length using the embedded attribute... ok...end of rant....carry on everyone cheers! PS: you got second vote for seeing the animation... Quote Link to comment Share on other sites More sharing options...
betty Posted November 11, 2002 Author Share Posted November 11, 2002 i am glad you guys liked it, and even though it is nice i feel like there is a long way to go for control. sirogi, - yeah the stretching, that is some useful information, thanks heaps for the insight. i will get to this in a couple of weeks and post the results. l set it to have minimal strectching, but this would be an issue so will chase up your suggestions. but i have a feeling the biggest problem will be getting a hairstyle up and controlling that. to avoid the stretching problem i think the next one will be done in SOPs and CHOPs. though i think this would be better for less realistic animation. say if you are doing a more toon like look, then i think this would be best. and actually i doubt i would even use hairs, but i would probably model the hair as one large piece of geometry.......but yeah, i will come back to this soon and post results so it would be interesting to see what comes. thanks again for the advice mike - yep, i was think about different "effect areas", i was simply thinking of grouping the points on the curve. so the points which are the farthest from the head will be in the group which will get more "spring". i think this should work out well, but like you say it is only in theory stages so far. eager to get to this. quite excited as i am finally slowly understanding how houdini works.... betty, animated gif will hoepfully arrive...soonish...thanks to a friend as i don't know how to get one together! Quote Link to comment Share on other sites More sharing options...
sirogi Posted November 11, 2002 Share Posted November 11, 2002 i was simply thinking of grouping the points on the curve. so the points which are the farthest from the head will be in the group which will get more "spring" for that check out the point attribute called "$springK" in the point SOP...can't remember if it works with softbodies, but it's essentially what you're looking for....works well with the spring SOP...all you have to do is play with putting decreasing values from bottom to tip and there! varying stiffness... cheers! Quote Link to comment Share on other sites More sharing options...
Jason Posted November 12, 2002 Share Posted November 12, 2002 animated gif will hoepfully arrive...soonish...thanks to a friend as i don't know how to get one together! If you can figure out how to make such good looking hair, I think an animated gif is well within your grasp! Looking good, betty! I like how the hairs are quick think - it gives them a hyper-real quality. Now we could all chorus for "deep shadows".. Can't wait to see the next image Quote Link to comment Share on other sites More sharing options...
Jason Posted November 12, 2002 Share Posted November 12, 2002 Oh - I just figured out that I was reminded of:: Quote Link to comment Share on other sites More sharing options...
betty Posted December 2, 2002 Author Share Posted December 2, 2002 had some time to take another look at the original hair and i must say the softbodies approach just adds too much stretching. i didn't realise how much it was because i guess i wasn't looking for it and paying too much attention to other things. anyway i am now thinking the blendSOP with poses set up with expressions within the pointSOP and modeled states with the combSOP. and then maybe using expressions to do the transitions for a fluent effect. haven't tried this yet.... btw, i was playing last night and came up with this, kinda hairy........no? Quote Link to comment Share on other sites More sharing options...
Szymon Posted December 2, 2002 Share Posted December 2, 2002 Nice one Betty. Really cool. Quote Link to comment Share on other sites More sharing options...
sirogi Posted December 6, 2002 Share Posted December 6, 2002 ok, here's an illustration of what I meant in my previous post I had to resort to an oh-so-ugly hack just because reamples SOP doesn't recognize $PR...oh well...at least it works... cheers! Quote Link to comment Share on other sites More sharing options...
sirogi Posted December 6, 2002 Share Posted December 6, 2002 an'here's the file... tribbletest4.zip Quote Link to comment Share on other sites More sharing options...
sirogi Posted December 6, 2002 Share Posted December 6, 2002 and here's a more elegant approach suggested by Louis dunlevy....a cool one! (hmm...though you might have bogus collisions....but I'm sure it wont' show that much...) tribbletest4_louis_btr.zip Quote Link to comment Share on other sites More sharing options...
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