Ashraf Hassan

ahassan

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CG Supervisor

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Recent Forum Posts

Metahuman_face_animation_import on retargeted autorigbuilder Feb. 9, 2026, 5:04 p.m.

Hi Everyone,

Could anyone help me with Metahuman_Face_Animation_Import node? Using with the provided MH_Body_anim_import node it can read and add the face anim on top of imported FK animation (without any body rig)..so the two node works properly.

But is there any tutorial/documentation on how to add the Metahuman Face Animation Import node after a retargeted body animation (using autorigbuilder)? Every way I tried the face anim ( with MH_Face_Anim_Import node) is overriding all the controls and not just the face controllers. But this is somehow related to the retarget part where the autorigbulder controllers are driven by an external mocap FBX file (based on Max Rose's tutorial: Character Animation In Houdini | APEX Mocap Retargeting ).
In every way (after retarget or before retarget) the animations are overwriting each others (all the controllers and not just the face).
What should be the workflow to separate only the face controllers and update only those anim curves( from the imported controller FBX file)?
The face anim FBX contains only the controllers and their datas and was exported as suggested by the Unreal doc.

I just started to learn APEX so I'm sure I am missing some fundamental APEX behavior.
Any advice would be much appreciated!

Ashraf

Metahuman's animated maps with Karma/Solaris Aug. 31, 2025, 4:42 p.m.

Hi Everyone,

I would like to ask for help with the new Metahuman for Houdini plugin/workflow.
I noticed the animated maps (after animated the head with it's sliders )are working only in the viewport , but not under Solaris/Karma.
When I use SOP create to build up Metahuman the datas are written to the primvars:material_override as one string, containing the params and their values.
Is there an easy way to connect(and tokenize)these values to their respective shader parameter (through Edit Properties node or something like that)to drive the shader with the animated maps? Now it is not renderable only the default maps are visible on the Metahuman heads.

Thanks in advance,

Ashraf

uv-baking problem(displacement,camera clipping) April 20, 2009, 7:35 a.m.

Hi !

I had some problem with uv-baking function with displacement+mantra,and from odforce i get some advice to use true-displace off rendering parameter. It works but i encountered other problems so i include my post from odforce,maybe someone can give me some answer.:

For getting the correct shadowed shading it is a difference between the displaced and the “bumped”(true displace off) versions.
We try to implement our custom mentalray shader into mantra which has an SSS buffer.Unfortunately it needs all the correct shadowing info from the current scene,without it it is will be biased from the diffuse shading pass producing compositing artifacts.I attached a sample picture how does it looks right now under mentalray, it shows how “sharp” could be the sss data at the shadow border regions.

example:
sss_samle.jpg


back to the true displacement problem here is another pic ,it shows that the shadows came from the base object which is not displaced.
This uv baked data is used in other passes for the sss so the shadow won't be correct in the final sss pass.Is there any option to get it work with true displacement?


shadow_difference.jpg

other interesting thing is some camera clipping issue in uv baking which i thought is camera independent.


camera_clipping.jpg

I read some post before that the surface shader should handle both back/front normals. This shader i used has this solution(isFrontFace) for the illumination loop.
Am i missed somethig?(is there any auto clipping optimalization in mantra?, sorry i'm not very familiar with the rendering options in mantra).

thanks in advance,

Ashraf