Hi,
as far as I know H16 does not apply fur to the selection as before. Instead create a group based on your selection then pick that group only in your guide groom node. I encontered this problem some time ago and figured out this is the only way to assign the fur/hair to your selection.
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Technical Discussion » Houdini Fur not working by primitive selection.
- Emil
- 48 posts
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Technical Discussion » Hair Density Painting and Adjust Length
- Emil
- 48 posts
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Hello,
I have 2 questions about the hair:
1. When I paint the density attribute the hair guides are reacting based on the vertices, i.e. when I hit only a vertex guides disappear (or appear). It means that with low polygon count I can't avoid stepped guides boundary. But with more subdivisions it is practically impossible to work due to long cooktime after each brush stroke… How can I deal with the guides between the vertices without increasing subdivision? Attachment below describes it.
2. To delete hair guides (for example, for hairline or beardline on the head) I use Length Adjust shelf tool with Target Length value of 0.001 (complete 0 is impossible), but this still leaves hairs roots as dots when rendered. Is there a cleaner way to delete the hair neatly along the boundary?
I have 2 questions about the hair:
1. When I paint the density attribute the hair guides are reacting based on the vertices, i.e. when I hit only a vertex guides disappear (or appear). It means that with low polygon count I can't avoid stepped guides boundary. But with more subdivisions it is practically impossible to work due to long cooktime after each brush stroke… How can I deal with the guides between the vertices without increasing subdivision? Attachment below describes it.
2. To delete hair guides (for example, for hairline or beardline on the head) I use Length Adjust shelf tool with Target Length value of 0.001 (complete 0 is impossible), but this still leaves hairs roots as dots when rendered. Is there a cleaner way to delete the hair neatly along the boundary?
Edited by Emil - July 16, 2017 04:46:22
Technical Discussion » Where is painted attributes map of hair/fur stored in H16?
- Emil
- 48 posts
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Hello,
I want to know where does Houdini store the map files of painted attributes of hair and fur. Also, I want to know whether I can load my own image file, for example, as a hair/fur length map.
Thx.
I want to know where does Houdini store the map files of painted attributes of hair and fur. Also, I want to know whether I can load my own image file, for example, as a hair/fur length map.
Thx.
Technical Discussion » Can I loading alembic animation only?
- Emil
- 48 posts
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Hello,
I have a character ready for rendering. But the animation I need is in Maya character, so I can export alembic from Maya, the question is how can I load that alembic onto my character in Houdini?
Thx.
I have a character ready for rendering. But the animation I need is in Maya character, so I can export alembic from Maya, the question is how can I load that alembic onto my character in Houdini?
Thx.
Technical Discussion » Bug or something else?
- Emil
- 48 posts
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Hello everyone,
when I create a Material node and use it for shading a group, it does not immediately show it in the viewport. I have to either render, or exit Houdini and relaunch it to show. I would like to know is it a bug or maybe I do sth wrong because of my inexperience.
Tbx.
when I create a Material node and use it for shading a group, it does not immediately show it in the viewport. I have to either render, or exit Houdini and relaunch it to show. I would like to know is it a bug or maybe I do sth wrong because of my inexperience.
Tbx.
Technical Discussion » File Referencing just like Maya
- Emil
- 48 posts
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Hello everyone,
I am inexperienced in Houdini but I have used Maya for this, now I want to know how can I achieve this in Houdini.
In Maya I used to develop my character's hair/fur and shading, ready for rendering. Then when I receive the animated version of this rig from the anoimators, Maya automatically replaced the animator's character (which is without shading and hair/fur) with my character file (which is with hair/fur and shading).
Now I want to gradually turn this process into Houdini pipeline and want to know how can I achieve this with Houdini tools, what are the equivalents of this in Houdini?
Note:
I receive my animated scenes in Maya, one way I think is to export from Maya as alembic. But again, is it possible to receive that animated alembic and assign it to my character with hair/fur and shading? The point is that I don't want to repeatedly do the same process, i.e. importing alembic into Houdini, doing hair/fur assignment and shading over and over again.
Up to know I did this process in Maya, but due to Houdini's perfect dynamics I want to organize all post-animation process in Houdini.
Thx.
I am inexperienced in Houdini but I have used Maya for this, now I want to know how can I achieve this in Houdini.
In Maya I used to develop my character's hair/fur and shading, ready for rendering. Then when I receive the animated version of this rig from the anoimators, Maya automatically replaced the animator's character (which is without shading and hair/fur) with my character file (which is with hair/fur and shading).
Now I want to gradually turn this process into Houdini pipeline and want to know how can I achieve this with Houdini tools, what are the equivalents of this in Houdini?
Note:
I receive my animated scenes in Maya, one way I think is to export from Maya as alembic. But again, is it possible to receive that animated alembic and assign it to my character with hair/fur and shading? The point is that I don't want to repeatedly do the same process, i.e. importing alembic into Houdini, doing hair/fur assignment and shading over and over again.
Up to know I did this process in Maya, but due to Houdini's perfect dynamics I want to organize all post-animation process in Houdini.
Thx.
Edited by Emil - June 5, 2017 08:57:15
Technical Discussion » H16 handles rigid body objects individually?
- Emil
- 48 posts
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Technical Discussion » H16 handles rigid body objects individually?
- Emil
- 48 posts
- Offline
Hi everyone,
in previous versions of Houdini when I created RBD objects from a node (which has inside several objects), it handled the node and its contents as whole, but in Houdini 16 it is different, I mean it handles its contents as individual pieces. I guess it is due to that Houdini 16 creates an RBD packed object. How can I achieve so it handles the node as a whole?
in previous versions of Houdini when I created RBD objects from a node (which has inside several objects), it handled the node and its contents as whole, but in Houdini 16 it is different, I mean it handles its contents as individual pieces. I guess it is due to that Houdini 16 creates an RBD packed object. How can I achieve so it handles the node as a whole?
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