Hi, Evan. Great shot & nice tutorial! It'd be great if you'd share how you add materials and render it in Redshift, as well as comping it in a footage. Thanks for sharing this! It's really helpful.
Trying to apply the same technique to different hip files, there is a phenomenon where the hair bounces once in the first frame of the simulation and then sinks. Any ideas on this? Or it would be great if I could get the hip file of the video. Thank you!
Hello, good tutorial. I'm running into an issue of not finding the roots group for the pin constraint. Do you know where that group is located within the network? Thanks
You have to have group type set to points to see it. If it isn't there you can just make it using the group by range node. What I wind up usually doing anyway
@@SerenityFirefly before where ever you need it. If you need it on the constraints node than the group has to be made before the constraint node. You typically do this: 1. groupbyrange 2. group name to "roots" 3. group type to points 4. set "start" to 1 5. hit invert range 6. go to the bottom and enable "affect disconnected geometry separately" then you should have all your roots grouped. note sometimes you have to put end to 1 instead of start depending on your curve direction Unrelated, but I love firefly/serenity : )
Not really interested in doing hair styles at the moment. I have seen great dread locks made in maya and other software. Worth checking out cause the techniques will be useful although you can't copy 1 for 1 exactly since its different software.
thank you for this amazing tutorial! Maybe u r able to help me :C Do u have any tip - how I can make different stiffness along hair? So hair, which near the skin should be not so bendy and stretchy. Thanks!
vellum constraints let you scale the stiffness by custom attributes. I use the resample node then disable the defaults. I turn on curveu attribute at the bottom. That gives you a value of 0-1 from the beginning of the the hair to the end. Then I use a attribute adjust float and remap the curveu attribute using ramps. Then in the vellum constraint node you can use curveu as your custom attribute.
Very less people have less tutorials about fx like urs...... Thanks a whole lot!!
Thanks! this helped my get my vellum sim plugged into the hairgen node. Your finished nimation looks great as well.
This was a nice demonstration on houdini's system for hair simulation! Thank you. This seems a lot easier to setup than blender's sim hair system.
Hi, Evan. Great shot & nice tutorial!
It'd be great if you'd share how you add materials and render it in Redshift, as well as comping it in a footage.
Thanks for sharing this! It's really helpful.
Thanks for sharing! Gonna use it in my latest project!
Thanks, this weekend I try this ;)
top audio quality and well presented run through of your setup. Thanks :)
Cool tutorial. I shared it on my community. Thanks!
Thanks
i always scared of houdini, but not anymore
Thank you
Trying to apply the same technique to different hip files, there is a phenomenon where the hair bounces once in the first frame of the simulation and then sinks. Any ideas on this? Or it would be great if I could get the hip file of the video. Thank you!
great lesson, thanks
Nice tutorial. Would've been a lot easier to follow if you'd actually gone through the process of setting up the nodes though
Thanks for the feedback
Hello, good tutorial. I'm running into an issue of not finding the roots group for the pin constraint. Do you know where that group is located within the network? Thanks
You have to have group type set to points to see it. If it isn't there you can just make it using the group by range node. What I wind up usually doing anyway
ok I'll try that and see if it works thanks@@evanrudefx
sorry but where would the group by range node go? after the unpack or after the hair constraint
@@evanrudefx
@@SerenityFirefly before where ever you need it. If you need it on the constraints node than the group has to be made before the constraint node. You typically do this:
1. groupbyrange
2. group name to "roots"
3. group type to points
4. set "start" to 1
5. hit invert range
6. go to the bottom and enable "affect disconnected geometry separately"
then you should have all your roots grouped. note sometimes you have to put end to 1 instead of start depending on your curve direction Unrelated, but I love firefly/serenity : )
Thanks for all your help and Browncoats forever!@@evanrudefx 😁
Any chance you could make a tutorial on making dreadlocks and hairstyles like it?
Not really interested in doing hair styles at the moment. I have seen great dread locks made in maya and other software. Worth checking out cause the techniques will be useful although you can't copy 1 for 1 exactly since its different software.
thank you for this amazing tutorial! Maybe u r able to help me :C
Do u have any tip - how I can make different stiffness along hair? So hair, which near the skin should be not so bendy and stretchy.
Thanks!
vellum constraints let you scale the stiffness by custom attributes. I use the resample node then disable the defaults. I turn on curveu attribute at the bottom. That gives you a value of 0-1 from the beginning of the the hair to the end. Then I use a attribute adjust float and remap the curveu attribute using ramps. Then in the vellum constraint node you can use curveu as your custom attribute.
@@evanrudefx omg, thanks for quick response! u r awesome!
Thank You very much!
Great! Thanks a lot, you saved me a lot of time! :)
How can I add hair shader to the guidesim?
7:48 what did you do here? I have the same issue but have no idea what you did lol
I just disabled then enabled the node with the error. I had hit escape before so it cancelled cooking. Nothing was broken/wrong.
I would love to know how you made this one loop.
it doesn't loop. Actually the mocap loops but the shot as a whole doesn't loop.