Liesbeth Levick
Liesbeth_Levick
About Me
Liesbeth Levick is a Character Effects Technical Director at Side Effects Software, focusing on Muscles and Tissues. She studied Astrophysics and then moved on to work in grooming and CFX at animation and visual effects studios in South Africa and Canada. Her production experience includes creating ... more
Liesbeth Levick is a Character Effects Technical Director at Side Effects Software, focusing on Muscles and Tissues. She studied Astrophysics and then moved on to work in grooming and CFX at animation and visual effects studios in South Africa and Canada. Her production experience includes creating tools and workflows for CFX in Houdini and helping transition studios to a Houdini-based CFX pipeline. Her familiarity with both artistic and technical roles drives her to build tools to make the lives of CFX artists easier. less
専門知識
Technical Director
Connect
LOCATION
Toronto,
Canada
ウェブサイト
Houdini Engine
ADVANCED
Hair & Fur | Muscles
Availability
I am currently employed at SideFX
My Badges
SideFX Staff
Since 6月 2024
チュートリアル
Recent Forum Posts
Subdividing Groom in Solaris Issue 2025年11月20日20:26
The issue seems to be that your skin is coming in along with the hairs in the IN_HAIRS_HEAD LOP.
In SOPs, where you prep for export to Solaris (or anywhere really), instead of object merging "/obj/HEAD_HAIRS/OUT_GROOM", I recommend always going for the unpacked "/obj/HEAD_HAIRS/OUT_ANIMGUIDES" instead. When I use that the problem goes away.
Also, if you do want to subdivide your skin at rendertime, on your Hairgen OBJ node, under the Skin tab, set the Subdivision mode from "Match Skin Object" to "Always On". The matching only works for Mantra. We are looking into options for doing this in Solaris in the future.
P.S. In the other thread I suggested using more guide curves if you wanted better coverage... well, looking at your file now I see that that is definitely not your issue!
In SOPs, where you prep for export to Solaris (or anywhere really), instead of object merging "/obj/HEAD_HAIRS/OUT_GROOM", I recommend always going for the unpacked "/obj/HEAD_HAIRS/OUT_ANIMGUIDES" instead. When I use that the problem goes away.
Also, if you do want to subdivide your skin at rendertime, on your Hairgen OBJ node, under the Skin tab, set the Subdivision mode from "Match Skin Object" to "Always On". The matching only works for Mantra. We are looking into options for doing this in Solaris in the future.
P.S. In the other thread I suggested using more guide curves if you wanted better coverage... well, looking at your file now I see that that is definitely not your issue!
Photorealistic groom project 2025年11月20日19:46
This looks great! If this were my groom I'd try the following to push it to the next level:
Does the tip of your hair width reduce to zero? If so try increasing it a touch. Your overall hair thickness might need to be bumped a tiny bit to give it a bit more definition.
The hair direction is also a bit too random, especially on the top part. You might need to increase your guide count to get a really nice spherical shape in the hairs if you're struggling to get good "coverage" otherwise.
Judging by the lack of white in the bottom half of the shape, I think the hairs need to be pointing a bit more to the camera at their roots, and then just the last little bit curves down a bit under gravity. I don't quite get the sense of a round ball of fur with just that single segment, like an orange segment, removed from around the face. Perhaps it is like that and is just being flattened a bit by the lighting/shading. (If so, maybe play with the Medulla radius in the Karma Fur shader?)
Lastly, in grooming, it all comes down to the clumping. Yours is really good, I think it could just do with a touch more strength to really get that definition.
Does the tip of your hair width reduce to zero? If so try increasing it a touch. Your overall hair thickness might need to be bumped a tiny bit to give it a bit more definition.
The hair direction is also a bit too random, especially on the top part. You might need to increase your guide count to get a really nice spherical shape in the hairs if you're struggling to get good "coverage" otherwise.
Judging by the lack of white in the bottom half of the shape, I think the hairs need to be pointing a bit more to the camera at their roots, and then just the last little bit curves down a bit under gravity. I don't quite get the sense of a round ball of fur with just that single segment, like an orange segment, removed from around the face. Perhaps it is like that and is just being flattened a bit by the lighting/shading. (If so, maybe play with the Medulla radius in the Karma Fur shader?)
Lastly, in grooming, it all comes down to the clumping. Yours is really good, I think it could just do with a touch more strength to really get that definition.
blenderからhoudiniへfbxファイルを取り込んだ時のトラブル質問 2025年11月20日19:16
Have you tried changing Houdini interface to use Z-up, to match Blender's. Go to Edit->Preferences->3D Viewports and change the Orientation to Z-up.