Hi,
I'm currently working on multiple long hair characters with houdini. The haircuts are very shaped and cartoony, so we need to have as much control as possibl on the look.
The problem is I'm having a lot of trouble with the way the houdini interpolation works. Here is an example of that in the pictures.
Is there any way to have a better interpolation ? I've tried everything from guide count to influence radius and decay but nothing seems to get a decent result like we would get from yeti or even xgen.
If there's any custom hip from anyone I would be willing to buy that.
Thanks
Houdini grooming length interpolation
1959 3 0- gfroehly
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- Nivle
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- juergen
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- robsdesign
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There are a few methods that might work:
1) Paint some attributes onto the skin and use them to alter the front hair.
2) Paint some attributes onto the skin and use clumping.
3) Use more guide hairs and alter the influence radius.
4) Combine any of the above (ie. Paint an influence radius attribute on the skin)
Notes:
Attributes can be used like masks to separate guide processes on specific parts of the hair.
Adding guide hairs before a groom will probably break it so you may want to try Reguide after your groom instead.
1) Paint some attributes onto the skin and use them to alter the front hair.
2) Paint some attributes onto the skin and use clumping.
3) Use more guide hairs and alter the influence radius.
4) Combine any of the above (ie. Paint an influence radius attribute on the skin)
Notes:
Attributes can be used like masks to separate guide processes on specific parts of the hair.
Adding guide hairs before a groom will probably break it so you may want to try Reguide after your groom instead.
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