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KineFX 101 – pt. 21: CFX Fur – Part 2: Using and Misusing Fur Nodes in SOPs

In this episode we’re finishing our look into the Houdini fur workflow by building a complete fur setup just using SOPs and finding some new applications for it outside of character fx: Using Guide Process nodes to create organic looking splines and turning ordinary polylines into guide curves that can be rendered with Karma.

Comments

I tried those but that sadly did not help

Pieter-Jan Ahenkona, PYA, BE1006325609

Hey! The Houdini Hair Procedurals are a bit fiddly, at least in this version. In episode 20 of this course, at around 03:45 minutes, I go into some tweaks, I had to do to finally see some hairs. Maybe this can help you as well

Entagma_Chris

Once I add the houdinipreviewprocedurals I get an Error on the node "Invalid source /stage/houdinipreviewprocedurals1/warnings_and_errors Error: Could not read from the specified file"

Pieter-Jan Ahenkona, PYA, BE1006325609

Thank you so much for the response Chris I'll check it out.

Pieter-Jan Ahenkona, PYA, BE1006325609

If you really want to sim both at the same time, you can look at the "Vellum 101 - Attaching Hairs To Softbodies" episode of our vellum course.

Entagma_Chris

Thank you! As for simulating both geometry and hair at once: I think in most cases your best choice is to keep both sims separate. Hair usually has so little mass, it barely influences other bodies. So you can go for a way simpler and more robust setup by simming the body first and attaching hair later.

Entagma_Chris

Very valuable information here. I'd like to see some ineteractive hair animations. Where hair and geometry are simulatd at the same time.

Pieter-Jan Ahenkona, PYA, BE1006325609


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