cudarsjanis Posted January 7, 2020 Share Posted January 7, 2020 Hi, Anyone knows a good way to deform groom using sim curves? as guidegroom deform doesn`t seem to work for me and pointdeform has some other issues. Do I really have to sim low res curves and then apply hairgen for full res? Problem is that i have my groom done already and want to sim approx 10% of curves and only the long ones and deform my groom by those curves. Obviously I can`t acces Furtility, so is there any other good way using Houdini to do it? Thanks Here is the simple example of what I`m talking about: groomDeform.hip Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted January 7, 2020 Author Share Posted January 7, 2020 That`s one way to do it. pointdeform based on connected piece, but for each is heavy even on this basic scene. On my groom it would take ages... Anyway I could do something like this without a use of for each loop?? Cheers Janis groomDeform2.hip Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted January 7, 2020 Author Share Posted January 7, 2020 I guess I could speed up everything by using compile blocks. Just need to take out timeshift from foreachloop. Never used compile though. Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted January 8, 2020 Author Share Posted January 8, 2020 Ok so Compile block made it wayyyy faster. But I`m still curious what is the best way of deforming groom to sim curves. This can`t be it... I mean it works, but still slow... Has anyone done it in houdini??? Cheers Janis Quote Link to comment Share on other sites More sharing options...
MENOZ Posted January 8, 2020 Share Posted January 8, 2020 you could speed it up a lot separating the capture step from the deforming step. You capture once, which takes lot of time and it would be always the same, and just deform on every frame. I'm referring to point deform's capture and deform parameters. Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted January 9, 2020 Author Share Posted January 9, 2020 5 hours ago, MENOZ said: you could speed it up a lot separating the capture step from the deforming step. You capture once, which takes lot of time and it would be always the same, and just deform on every frame. I'm referring to point deform's capture and deform parameters. Thanks Andrea. I`ll give it a go! Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted January 10, 2020 Author Share Posted January 10, 2020 bump! Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted January 15, 2020 Author Share Posted January 15, 2020 I`m using the setup with compiled for each with point deform for this project. But there must be better way of doing it. Anyone? Cheers Janis Quote Link to comment Share on other sites More sharing options...
existenceproof Posted August 1, 2021 Share Posted August 1, 2021 Out of curiosity, did you find a faster way Janis? Quote Link to comment Share on other sites More sharing options...
nuki Posted August 7, 2021 Share Posted August 7, 2021 hey, afair this thread had suggestions utilizing qLib to efficiently separate capture/deform for multiple pieces. the pointdeform should also be able to utilize a piece attribute out of the box tho. Quote Link to comment Share on other sites More sharing options...
vinyvince Posted August 18, 2021 Share Posted August 18, 2021 Not a groom guy myself by no mean, but it is not possible to creat a vel volume for each curve guide simulated by vellum then use guide advect? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
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