Helloo everyone!!! I was search trought the documentation and making some tests, and maybe it's just me, am I the only one thinking houdini is lacking a decent (faster and more accurate) “wire solver”. I mean. I'm aware of the things I'm capable with it but as much as my ignorance goes this will be turn into a “flawful” workflow implementation…
I'l give you a hint. Here is a video I came across that illustrate what I'm trying to achieve.. You'll be able to check the sim speed ad get my point.. It's nearly on realtime…
Is there even collisions turned on in that video? The overhead for small geometry is generally big in Houdini. If you want a real comparison, you need to be doing like a real production scene where you have > 10K hairs and match solver parameters such that you get similar quality etc.
I think i?ve been misunderstood here. I'm not tring to insinuate points on XSI because of that. Rather, i'm asking for the best technique to achieve similar effects. Is there any in houdini? Is it achivable trough the wire solver? That springy curve at the end, The joints chain based on that dynamic curve, etc. I'm trying to use this concept as a starting point to a production shot where there's a massive field of dandelions. So much for RnD, here's an example of. “What's been done”:
If you have any tips regarding the houdini way to achieve that it would be very thankfull. And if by any ways, houdini has feature capabilities to do so, if that's not offensive… Thanks
Why don't you pose an exact question of what you're trying to do then? If you understand Houdini, the data is always available for access so what you've stated so far is kind of a non-question.