Ben Toogoood

Ben Toogood Aardman

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Custom Husk Procedurals April 2, 2024, 11:21 a.m.

Just for anyone landing on this thread in the future: yes, it is possible to use a modified version of the hair_deform.bgeo.sc which comes with the Hair Procedural to deform arbitrary geometry, and I've attached a copy of the custom file we ended up with to this post. It's worked for our purposes so far - fingers crossed it's helpful to someone else down the line. Feel free to give it a whirl.

cheers

Custom Husk Procedurals March 28, 2024, 11:23 a.m.

Thanks Goldleaf - I'll take a look and see if we can bodge our way there.

If it helps for future idea/plans, our specific use-case is deforming costume pieces composed of many curves (woven cloth, knitted wool, fuzzy felt) etc where it's not feasible to cache them directly from the rig.

The 'Arbitrary Geometry' mode in SOPs land GuideDeform does the job - it'd just be a fantastic streamliner to have it happen as a render time procedural.

Many thanks
Ben

Custom Husk Procedurals March 25, 2024, 2:05 p.m.

@robp_sidefx - are you able to give a steer on whether it would be possible enable the SOP GuideDeform 'Arbitrary Geometry' mode within the current Solaris Hair Procedural? We'd be up for customising the hair_graph.bgeo.sc (have had success following the steps mentioned on the other thread to avoid the issue of moving roots to the skin) but only to the level of bypassing/enabling parts of the existing graph.
Does the existing embedded graph have the logic for enabling 'Arbitrary Geometry' in deformation mode and it's just not exposed at the user level, or is the graph a more stripped back implementation?

If it's a no go with hacking the existing hair_graph.bgeo.sc, would implementing that behaviour into the Hair Procedural be a quick and easy thing for Sidefx to do.. or is there a good reason why it's not there already?

many thanks