[Solved]Comb Subdivide?

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Would it be possible to subdivide an object already combed with fur? Somehow transfer and interpolate all the attribs across the surface then pick it up and start combing from there?

The idea would be if you need to get a finer/more detailed comb done. Once the main comb is up and running you could subdivide it to gain more guide hairs to control.
Edited by - Nov. 24, 2009 21:01:52
soho vfx
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I second that question!
Peter “Phunt” Hunt
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Wren
Would it be possible to subdivide an object already combed with fur? Somehow transfer and interpolate all the attribs across the surface then pick it up and start combing from there?

The idea would be if you need to get a finer/more detailed comb done. Once the main comb is up and running you could subdivide it to gain more guide hairs to control.

Do you mean something like this?

1) Comb with a low poly mesh
2) Lock the Comb SOP
3) Subdivide the original skin geometry
4) Append an identical subdivision operation to your locked Comb SOP
5) Use an Attribute Transfer SOP to copy just the “furdirection” attribute (connect the first input to the Comb SOP's input and the second to the Subdivide)
6) Append a new Comb SOP and set “Override Normal” to “furdirection” so it will be used with later invocations of the Comb Fur shelf tool
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derrick
1) Comb with a low poly mesh
2) Lock the Comb SOP
3) Subdivide the original skin geometry
4) Append an identical subdivision operation to your locked Comb SOP
5) Use an Attribute Transfer SOP to copy just the “furdirection” attribute (connect the first input to the Comb SOP's input and the second to the Subdivide)
6) Append a new Comb SOP and set “Override Normal” to “furdirection” so it will be used with later invocations of the Comb Fur shelf tool

Clearly you went to barber school as this appears to be working well! Many thanks!
Peter “Phunt” Hunt
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The locked SOP has my Horror Meter twitching but a File SOP should fix that
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Thanks! Works great…

I heart Houdini 8)
soho vfx
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Just thought I would mention it…

If you have done a full comb ie. direction, length, density … etc

You can just subdivide at the end of the chain and transfer all the attributes at once.
soho vfx
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How does Houdini know to add a new node vs entering into an old one when styling fur?
soho vfx
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Does it just go up the chain until it hits a non fur node?
soho vfx
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Wren
How does Houdini know to add a new node vs entering into an old one when styling fur?

Houdini searches up the network for a Paint SOP affecting the given attribute. If none is found, a new node is created.
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koo :idea:
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