Chris Klinkhamer

Klonkel

About Me

EXPERTISE
VFX Artist
INDUSTRY
Film/TV

Connect

LOCATION
Netherlands
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Guide capture and deform artifacts April 19, 2024, 5:28 a.m.

Experiencing the same problem. Only found that playing around with the create orientation attribute does some help... But it's still not great.

Also made a script for hairs that are the same as it's guides. So those would be captured outside of the hairdeform node. Those work perfect. So it seems the issue is the capture itself.

Guidedeform needs Create Orientation Attribute? Why? April 18, 2024, 4:58 a.m.

We're busy getting a groom into usd and pre-capturing it with the guides, so we can sim the guides and with houdini Procedural hair deform the groom on render time.

Now we're first busy with checking it in sops. So I re-made the scene with the rubbertoy.
We first capture the groom with the guides. We then deform the guides by skin, and then use the deformed guides to deform the pre-captured groom. It works half, until we toggle the create orientation attribute on in the guide deform node for the guides. Why is this?

Because when we open this example file it does work without create orientation attribute:
https://www.sidefx.com/docs/houdini/nodes/lop/houdinihairprocedural.html [www.sidefx.com]

I modified the scene a little, but it is the second attached file.

Are we missing something in the deform rubbertoy why it doesn't work the way it should?

Kind regards,
Chris

USD - Making hairs inherit visibility of root prim (or mesh) Sept. 27, 2023, 7:51 a.m.

We have a character with multiple limbs, sometimes limb_a is visible and limb_b is invisible. Both of them have grooms. Now when using the hair procedurals in 'deform' mode, we can't get it to work.

As soon as we set a AddInherit via python the fur is invisible for the hidden parts en visible for the shown parts, so that works, but this is without deformation.

But when using the 'houdini preview procedurals' node to also deform the fur or even when rendering, the whole system breaks. Without the AddInherit(s) the deformations work. So it seems like the AddInherit also makes the fur rely on some sort of location/transformational things...

How can we get the fur/hairs only look for the actual state of visibility of its linked mesh?