Rudra Posted January 11, 2008 Share Posted January 11, 2008 (edited) Hi guys! I'm starting fur-tool creation for the show. Can anyone advise theory, math models, or just good advices about fur-tools. I think that houdini fur is a good base for such task Edited January 11, 2008 by Rudra Quote Link to comment Share on other sites More sharing options...
yoann Posted January 12, 2008 Share Posted January 12, 2008 Hi guys! I'm starting fur-tool creation for the show. Can anyone advise theory, math models, or just good advices about fur-tools. I think that houdini fur is a good base for such task that's a good news! We've got a lot of documentation related to fur, hair. Give me a e_mail and i send you all this stuff. Quote Link to comment Share on other sites More sharing options...
Rudra Posted January 12, 2008 Author Share Posted January 12, 2008 Hey Yoann! Thanks! svarogd@gmail.com Quote Link to comment Share on other sites More sharing options...
yoann Posted January 12, 2008 Share Posted January 12, 2008 Hey Yoann! Thanks! svarogd@gmail.com hi Rudra check your private message! Quote Link to comment Share on other sites More sharing options...
Jason Posted January 12, 2008 Share Posted January 12, 2008 hi Rudra check your private message! Yoann, feel free to add any of this valuable info to the OdWiki Quote Link to comment Share on other sites More sharing options...
Rudra Posted January 12, 2008 Author Share Posted January 12, 2008 Oh! Amazing! Thanks Yoann!!! Hey, Jason! May be you can add some cool information? Quote Link to comment Share on other sites More sharing options...
Jason Posted January 12, 2008 Share Posted January 12, 2008 Hey, Jason! May be you can add some cool information? I'm not terribly experienced with the fur tools - I only know the theory from tinkering with it. I'll try to get a friend of mine (Andy Boyd from Method Studios) to write some tips sometime. Quote Link to comment Share on other sites More sharing options...
abvfx Posted January 13, 2008 Share Posted January 13, 2008 Andy Boyd now works ar Method? Didnt know he moved from Framestore. Love to get some info on the Fur stuff. Yoann! if you could PM me with the docs it would be so helpful (even though it you will be uploading to the Wiki, i prefer having the docs on file, just pm when you get the chance) I still have trouble understanding the use of the Fur Sop instead of the Procedural. Are they meant to be used together or just one over the other etc. thanks -andy Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted January 13, 2008 Share Posted January 13, 2008 I still have trouble understanding the use of the Fur Sop instead of the Procedural. Are they meant to be used together or just one over the other etc.thanks -andy Usually Fur SOP should be used in conjunction with Mantra fur procedural. Fur SOP generates guide curves using CVEX as modifier of shape and attributes. Mantra fur procedural generates additional curves at render time using those guide curves. So you can use Fur SOP as is if you want. But in general it is a bad idea because your scene can be too heavy. Quote Link to comment Share on other sites More sharing options...
yoann Posted January 13, 2008 Share Posted January 13, 2008 jason and phrenzy check your pm please Quote Link to comment Share on other sites More sharing options...
abvfx Posted January 13, 2008 Share Posted January 13, 2008 (edited) Usually Fur SOP should be used in conjunction with Mantra fur procedural. Fur SOP generates guide curves using CVEX as modifier of shape and attributes. Mantra fur procedural generates additional curves at render time using those guide curves. So you can use Fur SOP as is if you want. But in general it is a bad idea because your scene can be too heavy. yeah thats what i thought. Just didnt know. Just dont know how to do it . Yoann thanks, trying to download now, temporarily unavailable. Guess i will have to wait... edit:// waiting over, downloading now. Edited January 13, 2008 by phrenzy84 Quote Link to comment Share on other sites More sharing options...
yoann Posted January 13, 2008 Share Posted January 13, 2008 Yoann thanks, trying to download now, temporarily unavailable. Guess i will have to wait...edit:// waiting over, downloading now. ok let me now if you cannot complete your download. Quote Link to comment Share on other sites More sharing options...
Symbolic Posted January 14, 2008 Share Posted January 14, 2008 Hi yoann, Could you please share some of the Fur files you have mentioned before with us... here on this post... It would a very valuable resource. Thanks. Quote Link to comment Share on other sites More sharing options...
yoann Posted January 14, 2008 Share Posted January 14, 2008 Hi yoann,Could you please share some of the Fur files you have mentioned before with us... here on this post... It would a very valuable resource. Thanks. i don't know if we can put this stuff (siggraph paper) on the wiki, i ask to jason and i'm wait for a answer. Quote Link to comment Share on other sites More sharing options...
dbukovec Posted January 14, 2008 Share Posted January 14, 2008 Hi! I was wondering, since Houdini does not have decent fur comb tools, at least not for the mortals, in maya shave & haircut guides can be converted to nurbs curve, so they can be exported in iges format to Houdini, this way one can style the fur in maya and render in houdini, i just did not found any solution to stick these curves to the base skin geometry. Tried the lattice sop in points mode but gives a very heavy computational time (my model had 18K guide curves), also skin geo normals are needed for guides when the surface is deforming. Is this a wrong thinkink? can it be done this way? Quote Link to comment Share on other sites More sharing options...
Rudra Posted January 14, 2008 Author Share Posted January 14, 2008 There is no any reason to export shave/haircut geo to houdini. The geometry is too hard. S/H gives a good look and good render speed in maya. But the way of compositing mayas fur and houdinis geo - is a bad way too. Quote Link to comment Share on other sites More sharing options...
dbukovec Posted January 15, 2008 Share Posted January 15, 2008 Actually i'm using mental ray for fur render with hair primitives, it's faster than shave's buffer renderer, for some reason. The only pain in maya is the export time, i have a character where the mi export is 5 minutes and the render is 1 minute. But mantra exports/renders fur much much faster, so thats why i was thinkink transfering shave guide curves to houdini. Unfortunately yes, it's very heavy. Quote Link to comment Share on other sites More sharing options...
Rudra Posted January 15, 2008 Author Share Posted January 15, 2008 I'm trying to use prman just right now. But I got troubles with width of curves. The are too wide. And I don't know, what can I do with them. I can't find width attribute in s/h attributes or prman shader Quote Link to comment Share on other sites More sharing options...
dodd Posted January 15, 2008 Share Posted January 15, 2008 Hi all, i'm new here and i also looking about fur information under houdini, can i ask your help yoann me too ? Thanks in advance, dodd d_coco@hotmail.com Quote Link to comment Share on other sites More sharing options...
Rudra Posted January 28, 2008 Author Share Posted January 28, 2008 (edited) Hi! I got troubles with fur. There are a lot of guides on my geometry. I want to reduce the quantity of them. But the fur sop tells me "geometry unmatch". I can't find the decision how to reduce guides. I can increase tem by increasing of area attribute value, but I can't find the decision how to reduce quantity of guides Thanks Edited January 28, 2008 by Rudra Quote Link to comment Share on other sites More sharing options...
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