What's the correct way of converting NURBS/polyline to hair?

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I have a alembic hair from MAYA XGEN
The only problem: Its size is too big, and its number of vertex is too high.
I want to fix this with houdini.

I read it from alembic node and resample it and save it as alembic again and import into UE
What I found that UE generate hair long the bi-normal direction of the strand.


So quick fix fails. It might be lacking some attributes.

Therefore I create a new guide groom node, and import alembic curves there. I try to treat the alembic curves/lines as guides and generate hair, so that it must contain the attribute needed for correctly generating UE strand hair.

So I add a hair generate node after the guide groom node in obj level. And select skin mesh ahd let guidegroom's output be the hair generate node's 1st input

However, it fails again. No hair is generated.
I tried to use guide skin look up attribute on the curves. No help.
Did I miss anything else? Do I also need to manually re-order each curve so that their closest point to the skin mesh is set as 1st vertex in the curve, and sort all curves which points are in incorrect order?

Attachments:
binormal.png (1.3 MB)

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Update:

For the original problem, I found out it is that the hair Width parameter in strand tab of the UE asset,

has been confused by the width line parameter which undergoes maya and houdini environment.
The system get confused of the unit of the width, so every strand is super wide

Attachments:
width.png (198.0 KB)

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