Eilef Sandnæs
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Recent Forum Posts
Procedural Rendertime Point Deform April 23, 2026, 3:46 p.m.
You would have to build a custom Husk Procedural for this to work.
We are using it to deform a groom with proxy mesh from animation at the moment. Was kinda painful to get it up and running.
You would have to look into how Invoke Graph works. And backward engineer the Hair Procedural setup in LOPs.
But it will still be limited to curves and points without using Engine license for the render nodes when generating/modify prims.
Would be great to have offical Point Deform Procedural that works with meshes and point instancer without need for engine license.
More RFEs would be great.
We are using it to deform a groom with proxy mesh from animation at the moment. Was kinda painful to get it up and running.
You would have to look into how Invoke Graph works. And backward engineer the Hair Procedural setup in LOPs.
But it will still be limited to curves and points without using Engine license for the render nodes when generating/modify prims.
Would be great to have offical Point Deform Procedural that works with meshes and point instancer without need for engine license.
More RFEs would be great.
Guide Groom unwanted scale offset March 14, 2026, 11:17 a.m.
Chance
Create a simplified hip file with the issue and add it to the post. Will make your chances of getting help allot bigger. Hard to say what can be wrong from some images and text, when not knowing the setup that have been used.
jfreemn
no one knows and no one will tell you apparently,
there is ZERO info on practical applications on animation Grooms online
no docs, no example projects, a few things behind paywalls that probablhy dont work
Every single search result I find looks like this, just a question and nothing else
Create a simplified hip file with the issue and add it to the post. Will make your chances of getting help allot bigger. Hard to say what can be wrong from some images and text, when not knowing the setup that have been used.
USD Camera background image color profile March 10, 2026, 3:50 p.m.
Good to hear it'solved 
Regarding the exr files being heavy. With dwaa compression, you can get the files tiny and still looking good. That's what we are doing on our background plates that is used in Maya(anim) and Houdini. The big exr files with zip compression is only used in Nuke at the end.

Regarding the exr files being heavy. With dwaa compression, you can get the files tiny and still looking good. That's what we are doing on our background plates that is used in Maya(anim) and Houdini. The big exr files with zip compression is only used in Nuke at the end.