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Particles effects and Hair with Horses


wolf_cub_one

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Inspired by what I seen with others, especially Miguel, I decided to show what I've been trying to do with Houdini. A friend of mine gave me a running horse he made in Massive to play with in Houdini. He wanted to see if I could have it run through shallow water and make a wake with some splashes also. Here is my result.

Then, I decided to try Houdini's tools to make the mane and tail for the horse. Thanks to Symek, for providing a solution to velocity and camera blur, this is my result for hair. I should have added more hair to the top of the mane, but the horse has a harness, which is not shown here, so I wanted to avoid issue later if I was going use the harness. I only used a slight blur on the hair so I can see how the hair looks.

This week I decided to test Houdini's cloth. There are a lot of things broken, or at least for me, not working properly. Because of this, I decided to take a little break from cloth and share what I have been able to accomplish so far. Comments and critiques would be happily accepted and welcome.

splash_update.mov

horse_mane_tail.mov

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Great Job! One thing that looks a bit odd. It's the tail region close to the attachment. It's a little too stiff and moves like a wire while in fact it should be a series of bones controlling a skinned tail where the wires that simulate the tail hairs should be attached. Other than that i really like your work. Keep us updated!

Cheers

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Great Job! One thing that looks a bit odd. It's the tail region close to the attachment. It's a little too stiff and moves like a wire while in fact it should be a series of bones controlling a skinned tail where the wires that simulate the tail hairs should be attached. Other than that i really like your work. Keep us updated!

Cheers

Hey Guys,

Thanks for the comments so far. As for the tail, I looked at so many different horse videos. The tail really varies from different horses. Some can make their tail really stiff like the Arabians while I've seen others have very droopy hair. I went for a middle of the road approach, but the great thing is that I have a lot of control and can go either way.

thanks

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Hi,

It looks pretty good except the particles for the water splashes fall too slowly. I think it should fall as least twice as fast.

Keep up the good work!

Cheers!

steven

Hey Steven,

Thanks for taking the time to look at my stuff. I'll be working on making those adjustments not only on the splash but also the hair, and hopefully, I'll have more to show soon.

thanks again

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Hi,

It looks pretty good except the particles for the water splashes fall too slowly. I think it should fall as least twice as fast.

Keep up the good work!

Cheers!

steven

Hey Steven,

I wasn't happy with both the look and timing of my splashes so I pretty much redid the whole thing. I just finished a render test this morning. I think this is better. Both the timing and overall look has improved. I'll probably need to add more secondary spray but for this test I only added a little bit so I can concentrate on the main splashes. What amazes me was how well Houdini was able to handle all the collision detection. In fact, I think it did too good of a job. You can really see it well with the first horse. If you look carefully, you can see my secondary sprays bouncing off the horse. You can also see the horse's legs disrupting the main splash. You can also see the particles interacting with one another. There are few wild particles, but overall, I'm happy with it.

I'll work on improving the horse's hair and then move on to cloth or fluids. Please feel free to critique my work. I would love to get some input from you guys.

Now, it's time for me to catch up on some sleep.

cheers

water_splash_revised.mov

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this is looking good.. the only couple of comments i would have is the upper particles/splashes still have to much of a gravitational arc (ala typical bouncing ball movement).. This is causing the visual slowness that I'm in agreement with Steven about.. The other thing that will help sell this is forward and backward spray.. You have some great depression and enveloping splashes where there hoofs are displacing the water but there should also be some front spray being initially kicked in front of them as well as some back spray due to the leg follow through.. Other than that, this is looking nice.. The progressions are great and keep getting better so it will be exciting to see a final piece..

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this is looking good.. the only couple of comments i would have is the upper particles/splashes still have to much of a gravitational arc (ala typical bouncing ball movement).. This is causing the visual slowness that I'm in agreement with Steven about..

The other thing that will help sell this is forward and backward spray.. You have some great depression and enveloping splashes where there hoofs are displacing the water but there should also be some front spray being initially kicked in front of them as well as some back spray due to the leg follow through.. Other than that, this is looking nice.. The progressions are great and keep getting better so it will be exciting to see a final piece..

Thanks for the critique. I've been working on the slowness and I actually have some setup that fixes this issue. When I'm ready, I'll show the results. Still working on height and speed.

I completely agree about the forward and backward splashes. Been working on that too and will be adding different layers as I go. Initially, this was just to show a friend what Houdini can do in a quick setup. Now, I decided to use this scene to help me learn how to get the most out of Houdini. It'll probably be awhile before the next update since I'm also doing other tests with Houdini and I only have one computer.

cheers

Edited by wolf_cub_one
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Hi,

I agree there's certainly progression and hope we won't have to wait too long to see updates! ;)

I like the new tail hair animation and agree the mane need a little more work though it didn't bother me too much.

Keep up the good work!

Cheers!

steven

Hey Steven,

With regards to the mane, it's just a little too neat. I wanted a more wild and ragged look. I was going to wait until I had something new to show for both the splash and the hair before showing anymore hair video but the splash needs more time and work. The look of the hair I've been happy with for some time so here it is for you to critique. Sorry, no splash update for awhile until I get the timing down.

cheers

horse_mane_tail_v2.mov

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  • 1 month later...
Those splashes look great! Did you use any DOPs for this or is it all POPs? And the wakes, can you please shed a little light on how you're doing this?

Thanks for the taking the time to look at my WIP. Sorry, I've been busy with other things and I haven't touched this in over a month. My last render looks completely different but I'm not totally happy as it stands right now. Hopefully, next month I'll have time to work on it again.

As for the wake, I basically used the ripple object. What made this tricky was the contact time of the horse's hooves. Basically, I used metaballs on a point on each hoof that drives a magnet to deform the surface. I shaped the metaballs to be long and at an angle to help with the contact time and also to change the shape of the wake so that it wouldn't look like water drops. I fed this DOP data back in using a dopimport to be used by POPs. To control, where the particles would appear, I used the DOP data of the wake in conjuction with the metaballs that represents each hoof. However, the trick to give me better control of the size of the contact zone and birth area of the particles, I gave each metaball a color which I then used an attribute transfer to transfer the Cd info as point data. I then used a group sop and grouped by expression to filter it so I get only the color to be used by a popnet to birth the particles. What makes this great is that on the attribute transfer sop I can control the size using the Distance Threshold and the Blend Width options on the Condition tab.

Hopefully this make sense.

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  • 2 weeks later...

Hey everyone,

I was asked for a file so here it is for everyone to play with. I cleaned up my file and made it as simple as possible. Read my post above for basic directions. For the water wake, just increase the resolution of the grid to get better results. I made it low so things would be fast in the view port. Also increasing the resolution, will also help with better control of where the particles will birth from. This is controlled by the options on the AttributeTransfer SOP. There is an Attribute Transfer tutorial from the sidefx website that will help you better understand how to do this than for me to explain everything to you. The POPnet only has a source SOP so just add to it your forces and collision. I've included a bgeo sequence of just the hooves so if the scene plays weird, it's because you may have to relink the file to the bgeo sequence.

This should get people started. It's been awhile so when I'm up for it, I'll start playing with this scene again. Please post your results. I would love to see it especially when I start working on this scene again to tweak the particles.

cheers

horse_splash.zip

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