Note: if you create feathers with vex per code, don't forget to to set (e.g. in a detail wrangle): setattribtypeinfo(0, "point", "barborient", "quaternion"); This makes the barborient attribute a quaternion which is important for a lot of the feather tools down the line. Unfortunatly i forgot to mention this and didn't include it in the example files. Additionally some updates are already in the daily builds and the custom rigging stuff in the example file is not necessary anymore :)
@wernerziemerink The files will hopfully soon be on the sidefx website. (takes a little probably because of the hipnc to hip conversion) In the meantime you can find the hipnc versions of them here: drive.google.com/drive/folders/1_jxTAObNNyM3DnkD_DD80iN_MOgmGfas?usp=drive_link EDIT: the files are now Uploaded here: www.sidefx.com/houdini-hive/houdini-20-hive/#feathers Feel free to reach out if you have any questions or find any issues in the files :)
Nice presentation, is there any way to render the feathers with Arnold? The textures didn't work well, I tried to do it by parameters, surely I'm doing something wrong
Hey @NullZone3D if you use Arnold in Solaris. It shouldn't be a problem as the feather procedural generates the feathers independent to the renderer. If you are using arnold or any other renderer without solaris you have to uncondense the feather for rendering. Either using the solaris feather procedural or feather uncondense node you can specificy the uv attribute to promote to the created barb vertices on each node.
Currently the only way is to actually create a v_barbl and v_barbr velocity attribute e.g. by uncondensing the feathers create/calculate the v attribute and bringing it back to the feather via match condense or via vex by transfering e.g. the shaft velocity from the points to the barbs (which was sufficent in my tests and faster then e.g. uncondense & trail all feathers to get the barb velocities for each point). Normally the feather procedural should transfer the velocties from the anim guides to the highres feathers in the feather procedural but this is currently broken in the latest build (currently 20.0.625) but i created a RFE for this issue and i'm sure this will be looked in soon. Unfortunatly deformation Mblur is not working with any Husk Procedural, to get this working you would have to create a USD cache with the deformed uncondensed feathers, created an RFE while doing beta testing for this too.
Note: if you create feathers with vex per code, don't forget to to set (e.g. in a detail wrangle):
setattribtypeinfo(0, "point", "barborient", "quaternion");
This makes the barborient attribute a quaternion which is important for a lot of the feather tools down the line.
Unfortunatly i forgot to mention this and didn't include it in the example files.
Additionally some updates are already in the daily builds and the custom rigging stuff in the example file is not necessary anymore :)
You can find the scene files here:
www.sidefx.com/houdini-hive/houdini-20-hive/#feathers
Thank you Jonas. Much appreciate all your effort.
Great presentation Jonas. Where can we download the example files?
@wernerziemerink
The files will hopfully soon be on the sidefx website. (takes a little probably because of the hipnc to hip conversion)
In the meantime you can find the hipnc versions of them here:
drive.google.com/drive/folders/1_jxTAObNNyM3DnkD_DD80iN_MOgmGfas?usp=drive_link
EDIT: the files are now Uploaded here:
www.sidefx.com/houdini-hive/houdini-20-hive/#feathers
Feel free to reach out if you have any questions or find any issues in the files :)
THANK YOU JONAS, I've been updating this page all day@@jonassorgenfrei3966
Nice presentation, is there any way to render the feathers with Arnold? The textures didn't work well, I tried to do it by parameters, surely I'm doing something wrong
Hey @NullZone3D if you use Arnold in Solaris. It shouldn't be a problem as the feather procedural generates the feathers independent to the renderer. If you are using arnold or any other renderer without solaris you have to uncondense the feather for rendering. Either using the solaris feather procedural or feather uncondense node you can specificy the uv attribute to promote to the created barb vertices on each node.
@@jonassorgenfrei3966 thanks for answer
Does anyone know how to get Motion Blur working on feathers?
Currently the only way is to actually create a v_barbl and v_barbr velocity attribute e.g. by uncondensing the feathers create/calculate the v attribute and bringing it back to the feather via match condense or via vex by transfering e.g. the shaft velocity from the points to the barbs (which was sufficent in my tests and faster then e.g. uncondense & trail all feathers to get the barb velocities for each point).
Normally the feather procedural should transfer the velocties from the anim guides to the highres feathers in the feather procedural but this is currently broken in the latest build (currently 20.0.625) but i created a RFE for this issue and i'm sure this will be looked in soon.
Unfortunatly deformation Mblur is not working with any Husk Procedural, to get this working you would have to create a USD cache with the deformed uncondensed feathers, created an RFE while doing beta testing for this too.
@@jonassorgenfrei3966 Ji Jonas ! any news on how to have velocity/ motion blur on procedural feathers with KARMA?
how to import houdini feather to unreal engine?