MagnusL3D
So that's why I went looking for a stretch limit on the fur guides. But maybe im looking the the wrong value here?
Increasing the value of the Wire Object DOP's “Linear Spring Constant” parameter should reduce the stretching.
MagnusL3D
So that's why I went looking for a stretch limit on the fur guides. But maybe im looking the the wrong value here?
lisae
I am struggling to find any kind of tutorial that gives me an example of how to add the horse as a collision object for the dynamic hair.
phrenzy84
One thing i am looking into is creating braids. I dont know how to approach it, plus if i wanted to create curls. How would one go about creating that.
Wish
Hi! I want to make 4 different layers of fur with single fur procedural shop. Is it real?
iamjaideep80
I am creating hairs using mantra fur set-up. I am assigning simple hair shader for it. It has control for root colour and tip colour of the hair. But how to give variation
by hair id. ie. I want every hair to have different color according to their hairID.
In CVEX while writing guide and skin shader we have hairID as a global variable. But it is not available while shading.
Wish
Hi! How does orient attr works. It is a vector. But how can I make each hair to rotate at custom angle?
ykcosmo
what's the differences between cvex shader and vex surface shader?
how to creat a cvex shader?
digitallysane
Here http://www.sidefx.com/docs/houdini9.1/fur/clumping [sidefx.com] it says to put clumporigin in the Guide Attributes field. What you say makes more sense but then there is a bug in the docs.
digitallysane
Also, the Fur SOP gives a message when fed the clumps (“Skin attribute ”rest“ is shadowed by another attribute” (or “N” or “uv” etc) ). What should be done with the attributes passed down the stream by the Fur SOP which generates the clumps?
digitallysane
There should be further clarification in the docs on how to use Clumps on *animated* geometry. I'm in the middle of a production right now and we have huge issues with fur on animated geometry, when we try to use clumps.
protean
I seem to be getting ‘flickering’ of hairs where clumps overlap. I've attached a file with the problem. You can see it in openGl and renders.
Any ideas why this is happening?
phrenzy84
So if i didnt want to use the fur style shop, the length on the fur procedural is useless for viewport but ok for render, but if i do use the fur style shop then the Fur procedural length is useless at render time and viewport?
doesnt that make the fur procedural “length ”redundant if you have to use Fur Style to preview the length and render?
-andy
protean
Is there anywhere documented a list of attributes that are available for override from the fur procedural (or just for use by the fur sop)? All I can do is look in the furstyle cvex code and take the attributes from there but I don't know if that's a full list of attributes.
phrenzy84
I dont know if its with my setup, but the Fur SOP length attribute doesnt work. I kinda need it for previewing.
Bernard
I want to make fur with on some spots clumping via scattered points and a custom generated curve form.
Now I only get fur hairs where the clump guides are.
I want fur everywhere but only clumping on the specific spots….
Is that possible via that sop network?
lulu116
using a very simple setup I've got this strange ring of light appearing in a region where it should be in the shadows (see pic attached)
I also attached a hip file , if somebody wants to check it out.
PS : another thing to note are the warnings I get from the fur style cvex :
mantra: VEX warning: Unknown parameter g0 Undefined symbol
mantra: VEX warning: Unknown parameter 2 Undefined symbol
fur: “guide shader: Skin attribute \”N\“ is shadowed by another attribute.”
(this is happening with 9.1.171 on linux)
Wish
Skin geometry field doesn't work with relative path in fur procedural. What's wrong? :?:
Bernard
I've done like you said, but it doesn't seem to work…
I used 10 clump guides, scattered over the region.
Is it possible to take a look at my hip file and see what's wrong ?
Serg
in the “Styling the fur” section, combing etc, no mention is made of the need to use the attribute re-orient node so that it wont go crazy in animation (deforming skin).
A few months ago in H8, I spent a whole day trying to figure out why my fur went nutz as the skin moved… this during a job with the obvious pressures involved. I was nearly convinced it was a bug but I persevered until I finally found a post with some clues…
this must be in the docs as its a guaranteed stumbling block, specially for newcomers.