avoiding fur interpenetration ?

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What is the best way to avoid fur interpenetration during animation?

I would like to create weasel like animal with short hairs but its body bends rapidly during the animation and that is my problem with fur.

What is the best workflow with such situations ?

Computing collisions between wires (guides) and skin object?


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fur_penetration.hip (267.9 KB)

Albert
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You answered your own question

Calculating collisions with the body of your character with the guides will be the way to go, provided your guide hairs aren't too heavy and you make an efficient, lower resolution version of your characters body to collide with. Try to make this geo as efficient as possible, for example, any areas where the character has no fur delete that area from your collision geo. Separating out the main areas to sim will also help to keep your sim times down and thus make art direction decisions quicker and also it will lessen the danger of crashing. For example simming the head, body, tail guide collisions separate etc.

Another measure you could take is to make your guide hairs less flexible at the base than they are at the tip (as they would be in real life), this will help minimize the amount of contact with the body and so less penetrations…

Being able to dial in and out the result of your sim will help, for example if the fur is penetrating only a small amount, dial back the effect of the sim 10% and the penetration may disappear (this will again also allow you to art direct fur movement somewhat without the need to re-sim).

I was recently on a big fur film and all these measures were used to keep fur sims manageable. How to achieve these specific things in Houdini however is another matter, as this was all done in prop. software…
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Dean_19
You answered your own question
Another measure you could take is to make your guide hairs less flexible at the base than they are at the tip (as they would be in real life), this will help minimize the amount of contact with the body and so less penetrations…

Yeah, but probably I will have to create my own tools, right ?. Only I found in H for now is ability to paint Normals / vector directions (or other attributes). I can't find any tool that would really help me shaping that guides the way I want to.
Albert
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Heh, well I don't know much about what the fur toolset is like in Houdini, but that's kinda the way Houdini works, you don't get much for free, but you get everything you need to build practically anything you want..

By ‘shaping the guides the way you want’ do you mean grooming/combing the guides? I'm pretty sure there is a toolset for that.

To dial in and out your simulation you can simply use the blendshapes or sequence blend sops. To dial in and out the sim based on the position of the guide (more sim at the top, less sim at the bottom), you probably want to look at using the point sop post sim with two inputs, one input the unsimmed guides and one with simmed guides and blend between them using a look-up based on the position of the point along the length of the guide…
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