Evan Robinson

evanrudefx

About Me

freelance vfx
EXPERTISE
VFX Artist
INDUSTRY
Film/TV

Connect

LOCATION
N/A, United States
WEBSITE

Houdini Skills

Availability

I am available for Freelance Work

My Tutorials

obj-image Beginner
Sci-fi texture using Copernicus
obj-image Beginner
Cleaning Photoscans
obj-image Beginner
Tiling Textures with Random UV's
obj-image Beginner
Loopable Rainy Window

Recent Forum Posts

Tech anim work flow for hair sim May 19, 2026, 2:01 p.m.

Liesbeth_Levick
We are aware that this is an issue and we are working on a solution.

In the mean time, here is a setup that you can use to sculpt (guide groom) guides on one frame and apply those edits to multiple frames. It doesn't have the advantages of the Shot Sculpt interface, so it's more of a hassle to set up for each frame that you want to sculpt on but it gives good results. It takes the differences (deltas) for the frame you sculpted on before and after the sculpt, and applies those differences to all the frames in the tangent space of the guides (so if your character rotates for instance, the deltas will still be applied properly). There is then a blendshape node which you can use to keyframe which frames you want the sculpt applied to.

Much like the Shot Sculpt node though, one of the main limitations is that if you have something very "explody" from a simulation, smoothing it out on the problem frame through sculpting is not going to apply well to other frames that have points in a very different shape. In that case it's better to apply some sort of procedural smoothing to all the problem guides for the relevant frames first. The simplest is probably to blend the problem guides to the guide deformed guides for the problem frames. Then sculpt and apply the tangent space deltas on top of that procedural fix.

In this file there is a "tangent_space_deltas_guides" subnet. It takes five inputs, but because subnets only allow four inputs, I had to add a spare input parameter. I recommend turning this subnet into an HDA with five inputs instead (make the spare input the fifth input). If you do that it's probably worth adding the blendshape node into the HDA too and promoting the blend parameter.

I hope that helps.

Thanks! I really appreciate this, going to take a look at the HIP file.

Tech anim work flow for hair sim May 18, 2026, 6:30 p.m.

Hello,
I love the new shot sculpt tool. Sadly, it doesn't work well for curves. That's because the sculpting is done using the same node the sculpt sop is based off of which doesn't work well for curves. I need to be able to do additional sculpting post-sim to correct small issues/improve the look. The shot sculpt is cool because I can sculpt during any point in the animation and the deformations move correctly with the animation. The best option for brushing hair curves is the guide groom sop. However, the guide groom doesn't sound like a great tool for this job.
1. The guide groom stashes the input, so you can only really make changes at the frame you cached. Ideally you want to be able to move the timeline and make changes like shot sculpt.
2. I would have to manually figure out away to take the deformations I applied at the rest frame and apply them to the animated groom.

I figured I would ask here to see what other people are doing. Any thoughts?

Thanks,

flipbook ROP "denoise if needed" not working April 25, 2026, 12:01 a.m.

Hello,

I am working on a wedge tool (that flipbooks the results too). I noticed that the "denoise if needed" doesn't work when you fetch the flipbook ROP using the ROP fetch top. Interestingly, it will work if you set the cook type to "In-process", but why does it not work in Out-of-process? My guess is it has to do something with the fact it's being processed by a headless process in the background? If you look at the photos below, first image is hitting render on the flipbook rop and it looks normal. The second image is that rop being fetched in a topnet and it's not being denoised. I also included the hip file. The noise isn't horrible in this example, but it can be pretty bad in some of my tests.

Thanks