mabulazm
I trying to create Output group in UVPelt SOP, it is working but gives me a funny letters so I can not select it in other sop, but MMB you can see all the groups coming from above network.
This will be fixed in tomorrow's daily build.
mabulazm
I trying to create Output group in UVPelt SOP, it is working but gives me a funny letters so I can not select it in other sop, but MMB you can see all the groups coming from above network.
sanostol
I encounter some inconsistent quaternions during animation of captured geometry.
zarroun
unfortunately, when the area of the polis is changing, i get new hair distribution.
Wren
So finally back at work… I am trying to figure out what you mean by skin shader… or more importantly where I may find it.
Wren
Are you talking on my end or sidefx's?
Wren
I would like to paint an attribute that controls the clumping density for fur.
However I can not seem to figure out where to place the parameter…. I thought it would be either in the fur density shop or the fur styles shop.
Any ideas?
prabu
hello derrick,
I did what u told but that didn't help…
solution doesn't make any sense… i told thrz no icon in the self but application opens by showing the error as i mentioned earlier….
How do you say by uncheckin the “Edit -> Open Help Browser at Startup” menu item. will help in this case….
prabu
Hello
I have installed Houdini Apprentice…
When im opening my app im getting error…
Error:-
The application has been updated, but your version of SQLite is too old and the application cannot run.
tpitman
As I looked into it I realized what the problem is. The problem is that the torque exporter doesn't take into account the hierarchy. For example there is a left_arm/joint_shoulder. There is also a right_arm/joint_shoulder. Well, the torque exporter sees them both as joint_shoulder and craps out because there are 2 objects with the same name.
kahuna031
Sorry, but I get pretty random results unless hair points matches the rest geo. Seems like it doesn't do any nearest point lookup between hair/rest geo. Also, by only inheriting one transform in the apply_transform VOP SOP you can't interpolate the results over a primitive.
xtimmyx
Nice! That one seems to do exactly what I want. However I can't seem to get an accurate result with it. I've posted an example scene for you to look at. It seems to work quite well but their not perfectly pinned to the deforming skin.
Wren
How does Houdini know to add a new node vs entering into an old one when styling fur?
xtimmyx
I'm trying out Houdini's wire solver for solving guide hairs imported from Maya. What I would need is a way to pin those curves to the geometry which they are stuck to on frame one. And aligning the curve to the point normal.
Just like if I would use Copy SOP with a line onto deforming geometry. However in this case I already have the curves, and they are positioned their vertex from the beginning.
Does anybody have a smart way of achieving this? I have a way that might work but unfortunately probably is a bit computational intense.
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.
Phunt
Another side note problem which I'm still looking into, I'm having problem combing the fur very flat against the “skin.” It seems to only want to lay down to 45 degrees or so and something along 20 degrees would be preferred. I'm sure I just need to play around more but since I'm giving out free baby carrots, thought I might bribe your help :wink:
Wren
I noticed that some of the blue guides are longer than others while combing a character. What is the meaning of it and is there any relationship?
I have not painted any length attrib and “Keep Normal Length” is checked on. :?
Wren
In the master class fur video where the coiling attribute is added there is this tangent asset that is used. Is that a custom asset?
Wren
ps. How are the noises in the system calculated? ie, frizz, clumping position, gaurd hair length calculated? Are they volume noises or 2d?
Wren
Is there a way to have the guide hairs or the preview hairs to draw the lines with gradients?
Wren
Is there a way to achieve/control curl so the hairs don't come straight out?