Hello,
We're having difficulty publishing model uv parameters on vertices, which Vray seems to need to render the groom curves from a USD file according to one of our td's. After USD publish it's attaching the UV's to points instead of vertices. Is it a correct assumption that Vray requires UV's on vertices to render from a USD publish? I understand that UV's on prims is more the standard for other render engines when rendering Houdini hair?
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Technical Discussion » Groom uv parameters on vertices USD publish, vray render
- ErinN
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Technical Discussion » Guide Groom node not procedural?
- ErinN
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I didn't hear from anyone on this one but I figured out a simple solution that worked for me on this task. I didn't realize that adding multiple hair clump nodes would still select underlying clumps with 'Only Clump within existing Clumps' option enabled below clump size slider, and this allowed me to tighten up the clumps and the clump profile worked much better and noticeably in this case. So if in doubt, clump and clump again to obtain the desired results and clump tapering shape. I hope that this helps anyone with a similar issue while learning grooming in Houdini.
Technical Discussion » Guide Groom node not procedural?
- ErinN
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Thank you, Geoff!
I appreciate the tip. I was using guide advect at one point I was receiving an error which I will go back and find to paste here. It was breaking the groom but while I was using it to draw in guides, it did help to settle and adjust what was upstream with blend setting turned up.
One thing that has eluded me so far is how to shape clumps along their length similar to clumpy yak hair/fur. Image below to show what I mean. Does anyone have suggestions on how to influence clumping along its length to allow it to be thicker and caked together in the middle, then come to a fine sharp tip at the end? The clump profile doesn't seem to do enough, maybe the interpolation could help but the only one that seems to make a difference is Hermite.
I appreciate the tip. I was using guide advect at one point I was receiving an error which I will go back and find to paste here. It was breaking the groom but while I was using it to draw in guides, it did help to settle and adjust what was upstream with blend setting turned up.
One thing that has eluded me so far is how to shape clumps along their length similar to clumpy yak hair/fur. Image below to show what I mean. Does anyone have suggestions on how to influence clumping along its length to allow it to be thicker and caked together in the middle, then come to a fine sharp tip at the end? The clump profile doesn't seem to do enough, maybe the interpolation could help but the only one that seems to make a difference is Hermite.
Technical Discussion » Guide Groom node not procedural?
- ErinN
- 13 posts
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Thanks very much, Tomas!
I appreciate the insight, it's exactly what I need as I continue to learn Houdini in production.
Best,
Erin
I appreciate the insight, it's exactly what I need as I continue to learn Houdini in production.
Best,
Erin
Technical Discussion » Guide Groom node not procedural?
- ErinN
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Thanks, jsmack,
Good to know. It's a lot of experimentation to get the right density, length, etc. once the groom is in place to hit the sweet spot for interactivity and coverage, along with possible model changes down the pipeline. It would be great to have proceduralism propagate through the entire groom workflow without having to delete and lose a wip groom each time. Anyone have any strategies on how to save groom work each time a change is needed upstream?
Good to know. It's a lot of experimentation to get the right density, length, etc. once the groom is in place to hit the sweet spot for interactivity and coverage, along with possible model changes down the pipeline. It would be great to have proceduralism propagate through the entire groom workflow without having to delete and lose a wip groom each time. Anyone have any strategies on how to save groom work each time a change is needed upstream?
Edited by ErinN - Jan. 23, 2023 20:11:17
Technical Discussion » Guide Groom node not procedural?
- ErinN
- 13 posts
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Hello,
I have question about the guide groom node not updating when things like paint density and guide process settings are changed upstream from it in the network. It doesn't appear to update and the only way I've gotten around it is to delete the guide groom node and reapply it which is cumbersome and unexpected. Am I missing something obvious, I hope so!
Best,
Erin
I have question about the guide groom node not updating when things like paint density and guide process settings are changed upstream from it in the network. It doesn't appear to update and the only way I've gotten around it is to delete the guide groom node and reapply it which is cumbersome and unexpected. Am I missing something obvious, I hope so!
Best,
Erin
Technical Discussion » Change underlying model geometry for character groom
- ErinN
- 13 posts
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Technical Discussion » Change underlying model geometry for character groom
- ErinN
- 13 posts
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Thanks toonafish,
I tried, and I receive an error: "Warning: Skin input doesn't have a rest attribute.
Error: Couldn't find skinprimuv attribute.. " Any ideas? I'm going to look that up in the meantime, see if I can find anything on it.
I tried, and I receive an error: "Warning: Skin input doesn't have a rest attribute.
Error: Couldn't find skinprimuv attribute.. " Any ideas? I'm going to look that up in the meantime, see if I can find anything on it.
Technical Discussion » Change underlying model geometry for character groom
- ErinN
- 13 posts
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Technical Discussion » Change underlying model geometry for character groom
- ErinN
- 13 posts
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Thanks SWEST,
The file is on our secure network, it's commercial work for tv, so there isn't a way for me to share it. I'm learning on the job in the absence of any training and support so it's fun but a bit frustrating when things start going wrong.
It certainly took a while to figure out why every tutorial on hair on youtube was different than what I was seeing with the new tools in 19. The results are fantastic though!
The file is on our secure network, it's commercial work for tv, so there isn't a way for me to share it. I'm learning on the job in the absence of any training and support so it's fun but a bit frustrating when things start going wrong.
It certainly took a while to figure out why every tutorial on hair on youtube was different than what I was seeing with the new tools in 19. The results are fantastic though!
Technical Discussion » Change underlying model geometry for character groom
- ErinN
- 13 posts
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Technical Discussion » Change underlying model geometry for character groom
- ErinN
- 13 posts
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Hello,
I was changing the geometry obj loaded in houdini geometry node for the groom, the topology is the same, but shape is different.
The guides generated in the guide groom mode appear to follow this changed shape without issue but the hair generation node then shows big bald spots with no hairs in parts of the groom. Is there a workflow that allows us to change geometry once guides have been created within the guide groom node that will propagate to the hair generation node as expected?
Best,
Erin
I was changing the geometry obj loaded in houdini geometry node for the groom, the topology is the same, but shape is different.
The guides generated in the guide groom mode appear to follow this changed shape without issue but the hair generation node then shows big bald spots with no hairs in parts of the groom. Is there a workflow that allows us to change geometry once guides have been created within the guide groom node that will propagate to the hair generation node as expected?
Best,
Erin
Houdini Jobs » FX td freelance or full-time VFX Toronto
- ErinN
- 13 posts
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My Toronto team is currently seeking freelance and full-time Houdini FX td's for a global vfx company with offices in Toronto. We have positions for the short and long-term with competitive salaries. Junior and senior roles available.
Erin
Erin
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