Week 8 : Houdini Lesson 8 (soft bodies)

Hair Simulation:

This was the last section of the lesson. Medhi taught us how to make a hair simulation and I decided I wanted to make a crab rig that I took from the asset library and make it look super weird as crabs have no hair but just a hard, shiny shell. I thought the contrast would look amusing and just shows how awesome this programme is – creating impossible to qa realistic standard.

  • DOP network
  • geo (T pose)
  • guide groom node – easier to work with guides

Here I have got the model of the crab. In order to make sure that I can cover it with hair I need to make sure that there is connectivity throughout the model so that I can add hair that covers all over.

  • hair gen node – interpolates normals
  • Hair – length, segments, skin override
  • use more guide groom nodes for different lengths of hair on character e.g. face & legs

Here I have successfully added the hair using the hair gen node and length and thickness can be altered depending on the outcome I want.

  • Skin override
  • add_lengthscale
  • paint_lengthscale
  • SOP network
  • guide process node x2
  • noise attribute node
  • guide initialise node – UV blend , follow the wind
  • Draw direction of hair – guide groom
  • press centre on the viewport to paint
  • cache is saved inside – makes HIP file a little heavier
  • wavy hairs – use another guide process

Using the guide nodes I can set up the parameters which will save on memory and get what it should look like before actually committing to showing all the hair.

Q: why cant i paint density on my crab but I can paint the direction of the hair

  • paint scale factor node
  • hair gen node – hair clump node
  • head has on average 400,000 hairs on head
  • guide simulation
  • guide deform

Here have used the painting tool to manually say where I wouldn’t like the hair to be or the hair to be a lot shorter. As you can see, the eyes and mouths are painted in a pink colour to show where the hair should not exist.

I used the hair clump node to create hair clumps. I zoomed in to the image to you could see how there are parts of the crab surface area that has no hair so that I could achieve the Yeti fur vibe on the crab.

Zoomed out this looks so hilarious. I really like how experimental you can be when you understand the nodes and the layers in which to use them. I think I would struggle redoing all of this from memory but I can always revisit my work space and do trial and error.

I haven’t yet made a final render because I want to do more, this will be something I try and find time for next term for my portfolio. I was thinking having the crab in water with the hair moving in either the wind or water. This will make a fascinating scene which shows I understand soft bodes/hair simulation/water.

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