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Technical Discussion » Vellum hair to collide with eachother but not with itself
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- pelos
- 623 posts
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check Fabio hair system, I did a node that let you control that based on length of the curve, since was needed to control the root, you can copy paste that vop into your network
Technical Discussion » Will Karma XPU support mixing more than two MtlX materials?
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- pelos
- 623 posts
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dont forget that xcpu is bound by the standards of materialX of ILM, as an example sesi did an implementation for ramps, but that's not the actual nodes coming from the community. has been requested to materialX but well...
Work in Progress » Air Strike
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- pelos
- 623 posts
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Technical Discussion » Secondary motion on fur without simulation?
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- pelos
- 623 posts
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check fabio hair system, include sims with chops already, after that just make for each line point the normal to the next point in curve, and attribute transfer that attribute to the body of the character for the fur direction attribute
Technical Discussion » Parting lines for hair
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- pelos
- 623 posts
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parting line has never worked as intended/expected, easier to just split the hair into sections. example 2 hairs, one left and right side for your example
Technical Discussion » Issues creating Feather Groom - Jonas Sorgenfrei's set up
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- pelos
- 623 posts
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Technical Discussion » Python's multiprocessing
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- pelos
- 623 posts
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Technical Discussion » Custom radius shape for clumping
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- pelos
- 623 posts
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you can create a bunch of guide curves, then delete half of them, then into the clump node, you can plug all te guides into the first input and the half into the second input,
play with the number of deleted curves to get the look you desire.
(you should check check fabio hair system,)
play with the number of deleted curves to get the look you desire.
(you should check check fabio hair system,)
Technical Discussion » Getting error in the hairgen node
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- pelos
- 623 posts
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you might need to recreate the values, check fabio hair system, they do that in their network, to assist if some one brings curves from other software,
Technical Discussion » Reduce hair simulation time
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- pelos
- 623 posts
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Technical Discussion » H20 - feathers - easy way to make the shaft stiff?
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- pelos
- 623 posts
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Technical Discussion » texture mask to my hair
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- pelos
- 623 posts
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Solaris and Karma » Hair Procedural random ID's
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- pelos
- 623 posts
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try fabio https://www.sidefx.com/forum/topic/92598/ [www.sidefx.com]
it use the materialX ready for gpu and in the nodes randomize for the curves
it use the materialX ready for gpu and in the nodes randomize for the curves
Technical Discussion » Fabio Hair System 2.0
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- pelos
- 623 posts
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Technical Discussion » Fabio Hair System 2.0
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- pelos
- 623 posts
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I am very excited to see how Fabio became the backbone of the hair nodes that Houdini have today, from been a side project several years back, is amazing to see how many features been ported to the software, such twist along clump, deform by skin, color variance in shaders and so on, every upgrade i get happier to see the improvements.
to believe that I started as an intern at Sesi and to see code that i did as a side project and see those ideas implanted by very talented guys made me realize how much i have learn from so many talented people, from the industry to the forums
you guys made this possible.
https://github.com/pelos/fabio [github.com]
need to update the website
https://polybevel.wixsite.com/fabio-hair-system [polybevel.wixsite.com]
main features:
- updated the shelf python code any developer can keep adding more nodes depending on production needs
- now that we are moving to Karma we can use the Fabio grooming geo node directly, and not the procedural for Mantra
- created another material that works with materialX nodes and can be use in xpu
- several attributes can be pass to the shader (ex if you need to change color because the hair got wet)
- most of the fabio features node at scene level been ported into a sop node to control the hair, crazy, guard and white hairs
- added several examples
i am excited to see what's come next
to believe that I started as an intern at Sesi and to see code that i did as a side project and see those ideas implanted by very talented guys made me realize how much i have learn from so many talented people, from the industry to the forums

https://github.com/pelos/fabio [github.com]
need to update the website

https://polybevel.wixsite.com/fabio-hair-system [polybevel.wixsite.com]
main features:
- updated the shelf python code any developer can keep adding more nodes depending on production needs
- now that we are moving to Karma we can use the Fabio grooming geo node directly, and not the procedural for Mantra
- created another material that works with materialX nodes and can be use in xpu
- several attributes can be pass to the shader (ex if you need to change color because the hair got wet)
- most of the fabio features node at scene level been ported into a sop node to control the hair, crazy, guard and white hairs
- added several examples
i am excited to see what's come next

Edited by pelos - Oct. 21, 2023 17:34:24
Technical Discussion » Bra Simulation gets too stretchy
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- pelos
- 623 posts
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i belive that geometry will be hard to work, try to remesh it and have more even polys
Technical Discussion » Distribute Hair/Cloth Simulations
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- pelos
- 623 posts
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i know hair can't because self-collisions, one hair will need the information of every other hair.
Technical Discussion » Hair Shader Tip Color will not change?
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- pelos
- 623 posts
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try looking at fabio hair system, you need a uv assign to the curve, create an attribute at sop lvl
https://github.com/pelos/fabio [github.com]
https://github.com/pelos/fabio [github.com]
Edited by pelos - Oct. 21, 2023 03:11:03
Houdini Indie and Apprentice » Does anyone know how to convert a hiplc to hip I messed up
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- pelos
- 623 posts
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Technical Discussion » hairgen node, number of hairs changes each frame.
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- pelos
- 623 posts
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make sure you skin have rest.
is the same as if you scatter after geometry, hair will scatter first and then move the points base on the rest vs animated
is the same as if you scatter after geometry, hair will scatter first and then move the points base on the rest vs animated
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