vellum hair simulation tutorial houdini

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  • เผยแพร่เมื่อ 9 ม.ค. 2025

ความคิดเห็น • 32

  • @velozsensei2288
    @velozsensei2288 2 ปีที่แล้ว +2

    Very less people have less tutorials about fx like urs...... Thanks a whole lot!!

  • @tonngan45
    @tonngan45 9 หลายเดือนก่อน +2

    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.

  • @JWPanimation
    @JWPanimation 2 ปีที่แล้ว +1

    Thanks! this helped my get my vellum sim plugged into the hairgen node. Your finished nimation looks great as well.

  • @Elizabeth_Postol
    @Elizabeth_Postol 10 หลายเดือนก่อน

    Thanks for sharing! Gonna use it in my latest project!

  • @theshadow6273
    @theshadow6273 2 ปีที่แล้ว +1

    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.

  • @asier7400
    @asier7400 2 ปีที่แล้ว +1

    Thanks, this weekend I try this ;)

  • @tondann
    @tondann 2 ปีที่แล้ว +1

    top audio quality and well presented run through of your setup. Thanks :)

  • @pizola3285
    @pizola3285 2 ปีที่แล้ว +1

    Cool tutorial. I shared it on my community. Thanks!

  • @ЗлойБратан-ш7л
    @ЗлойБратан-ш7л 2 ปีที่แล้ว +1

    great lesson, thanks

  • @fareed006
    @fareed006 2 ปีที่แล้ว +1

    i always scared of houdini, but not anymore
    Thank you

  • @DM-hx5ww
    @DM-hx5ww 4 หลายเดือนก่อน

    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!

  • @dirtcreature3d
    @dirtcreature3d 2 ปีที่แล้ว +1

    Any chance you could make a tutorial on making dreadlocks and hairstyles like it?

    • @evanrudefx
      @evanrudefx  2 ปีที่แล้ว

      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.

  • @michaelgofman3201
    @michaelgofman3201 2 ปีที่แล้ว +1

    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!

    • @evanrudefx
      @evanrudefx  2 ปีที่แล้ว +2

      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.

    • @michaelgofman3201
      @michaelgofman3201 2 ปีที่แล้ว +1

      @@evanrudefx omg, thanks for quick response! u r awesome!

  • @SerenityFirefly
    @SerenityFirefly ปีที่แล้ว +1

    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

    • @evanrudefx
      @evanrudefx  ปีที่แล้ว

      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
      @SerenityFirefly ปีที่แล้ว

      ok I'll try that and see if it works thanks@@evanrudefx

    • @SerenityFirefly
      @SerenityFirefly ปีที่แล้ว

      sorry but where would the group by range node go? after the unpack or after the hair constraint
      @@evanrudefx

    • @evanrudefx
      @evanrudefx  ปีที่แล้ว

      ​@@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 : )

    • @SerenityFirefly
      @SerenityFirefly ปีที่แล้ว

      Thanks for all your help and Browncoats forever!@@evanrudefx 😁

  • @magnushldn2442
    @magnushldn2442 ปีที่แล้ว +2

    Nice tutorial. Would've been a lot easier to follow if you'd actually gone through the process of setting up the nodes though

    • @evanrudefx
      @evanrudefx  ปีที่แล้ว

      Thanks for the feedback

  • @chpdigital
    @chpdigital 2 ปีที่แล้ว

    Great! Thanks a lot, you saved me a lot of time! :)

  • @xdmomento7303
    @xdmomento7303 ปีที่แล้ว

    How can I add hair shader to the guidesim?

  • @GeorgeBersey
    @GeorgeBersey 2 ปีที่แล้ว

    7:48 what did you do here? I have the same issue but have no idea what you did lol

    • @evanrudefx
      @evanrudefx  2 ปีที่แล้ว

      I just disabled then enabled the node with the error. I had hit escape before so it cancelled cooking. Nothing was broken/wrong.

  • @massimobaita7178
    @massimobaita7178 2 ปีที่แล้ว

    Thank You very much!

  • @kex0
    @kex0 2 ปีที่แล้ว

    I would love to know how you made this one loop.

    • @evanrudefx
      @evanrudefx  2 ปีที่แล้ว

      it doesn't loop. Actually the mocap loops but the shot as a whole doesn't loop.