Sydney Leister

sleister

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Recent Forum Posts

Custom Husk Procedurals July 30, 2025, 1:41 p.m.

Ben Toogood Aardman
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

Were you successful with creating geometry at render time, or just deforming existing geometry? I'm hoping to just slightly modify the hair procedural to generate blades of grass, but I'm running into errors with outputting a mesh as opposed to a basis curve, as well as some checksum errors from "invoke.py". I'm curious to hear more about your approach!

Updating Houdini Hair Procedurals July 23, 2025, 10:36 p.m.

Hi all,
I'm working on a hair procedurals tool for a field of grass in a short film. My goal is to publish the hair procedural once with the environment, and then reference it into every shot file, simulate new guides per-shot with character interaction, and update the hair procedural to use those new animated guides for the hairgen. I know it can be done because I inherited a tool from a past production that does it, but somewhere along the way in re-creating the tool I made a mistake. I can get the static procedural hair to publish and be pulled into shot files, but I can't get the procedural to recognize the new animated guides. Any tips and tricks, or has anyone done anything like this before? I've attached a link to the .hip file and the USD file that contains the grass. Thanks in advance!


https://byu.box.com/s/1y104ijneka8ejsezrsdmt9yt73nr5or [byu.box.com]