New In Houdini 20: Feathers 03 - Simulating And Rendering
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- Опубликовано: 9 сен 2024
- Houdini 20 is out and the literal poster child of this release is the new Feather workflow. And this really is a whole workflow, because it offers tools not only for creating feathers but also for creating a whole plumage, simming and rendering. So, let's take a look at all of it.
In this episode we'll simulate our groom using Vellum and finally bring our character into Karma for rendering.
entagma.com/do...
Solution for newer Houdini versions regarding the lack of the roots group in the feathersurface node: Put a groupexpression node between the first input/output of the feathersurface and vellumcloth nodes. Set it to a Points group type, name the Group Name to roots, and use the preset under the VEXpression to First Point of Primitive. Proceed as normally through the tutorial.
its pretty insane the way they integrated feathers with the classic grooming tools, and the whole slew of nodes, to visualize, process all that data, that is something, SideFX is always ahead of so many things, great videos also, the Entagma team are pedagogic monsters.
Thank you for this series!
Thanks for this amazing walkthrough. I was wondering how did you get the roots point group from feathersurface? it doesnt do it on my end. I can create my own roots group but it coming straight from the feathersurface node would have been awesome the way it worked for you.
Very informative and concise tutorial, all these new tools would feel inaccessible if it weren't for you guys. I originally tried following this series in H20.0.653 and for whatever reason the vellum solver really did not like calculating collisions, it would basically explode the geo of the feathers expanding them very chaotically. I've since refollowed the sim part of the tutorial in the same version as you created this tutorial, H20.0.506, and have had no problem. Hopefully its just a weird bug with the latest version of Houdini, not sure how else I would've gotten around it without reverting to the same version as you
awesome mini series thank you!!
Thank you so much. It is really great tutorial!
Really Nice one - Thanks
Great tutorial, as always!. I'm having an issue with the "feather surface" node as it isn't creating the "roots" point group that you use as pin points in vellum. Any ideas of what might be going on? Thank you!
Create a group by range sop and select the first point. Enable "affect disconnected geo seperatly" in the connectivity tab.
Hello Entama, this is the perfect video, I am asking about why my feather renders only show the guide line, I use Karma and Houdini 20, and I did the feather procedural and proc and sopimport material and assign. Thank you!
Thanks. My feathersurface-node is not creating root point group for vellum conf. cloth node. Any ideas why ?
I fixed it by adding a group expression node, group type (points) Group name ( roots) VEXpression (frist point of primitives) and it will create the group point on the roots
@@santiagosuarez3132 Thank you. Your solution worked
@@santiagosuarez3132 where did you put the vexexpression and what did you wrote ?
great overall explanation, many thanks!
one thing i'd like to figure out tho: it seems we got the barbs oriented backwards, ever since the orientalongcurve node. how would we fix that?
thank you Entagma, I loved this ! How can I export this to cinema 4D ?
thank you! very useful stuff! as a beginner and mostly doing VFX on live footage I always work in build page, how can I link my work in Solaris to the build page? can I do VFX live video under Solaris? thank you for any comment!
Thank you guys for this intro into feathers - a perfect starting point. However in the procedural approach, the barbs seem to be oriented downwards instead of upwards like they should according to the template. I first thought the whole instance is just reversed but that"s not the case. Couldn't figure it out so far.
Maybe I was a liittle too fast at posting: a feather utility node with `Align Orient To Curve Tangend` checked does the job.
Do you guys know a quick way to make the shaft stiffer in a vellum sim? Can't find a group outpout option for the shaft only? Thanks so much!
Hey thanks for the cool tutorial! I'm wondering How to render by Arnold? Could you make a video from assign material on feathers to rendering stage? it would be very appreciated!
Hello all:
I would like ask a Houdini Alembic question,
How to make feather with Alembic, my groomed feather always stays did not follow Alembic animation, I only know how to make fur follow animation.
Thank you everyone!
Sorry but "feathersurface" dont generate a "roots" group
I agree
how do I fix it?
Put a groupexpression node between the first input/output of the feathersurface and vellumcloth nodes. Set it to a Points group type, name the Group Name to roots, and use the preset under the VEXpression to First Point of Primitive. Proceed as normally through the tutorial.
7:33 How can I find a Viewport Color Space low bar??
In the top right of the viewport, hit the "Perps." dropdown and select "correction toolbar"