Houdini Resources

Updated on Sept 1  2022


copyright © Deborah R. Fowler

Fur

Deborah R. Fowler



Updated: Aug 8  2017
Update Feb 13  2022

Fur


Fur for Grass

In addition to the documentation example of simulating grass. Below is a example inspired by a talk by Josh Matthews (2017, at the time returning intern from SideFX)

Below we paint attributes on a grid to control density. Alternatively or in combination, we can transfer attributes from a object (attribute transfer in action again)

furForGrassH18.hipnc

We are overriding the density values using the skin settings in both the groom and hairgen nodes.This technique could also be used for length.
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Attribute paint

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Attribute paint has been used to create density. In the Attributes tab change name to density. LMB paints fg color, MMB paints bg color. Note network below
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Attribute Transfer

An example of using attribute transfer is to use the object, convert to fog (isooffset), scatter and transfer the density to the surface.
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The value in the attribute transfer node can be changed to create a smaller area that is value density 0. Below is with attribute transfer Distance Threshold set to .1 above .39

MISSING IMAGEMISSING IMAGE The node network using attribute transfer
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Note: In H19.0.383, I discovered that a simple shelf tool creation of fur on a grid did not render. An easy fix is to select in the hairGen node Use SOP Geometry. This is only necessary for some configurations according to the forums and was not necessary in H18.5.532 and earlier. I then added a guide process node to bend the grass (fur) in the guides and hairgen to match that setting was not necessary. Here is an example file with a process node guideProcessNode.hiplc
Thanks to the forums and Professor Tim Steele for the solution.

So if your fur is not rending in H19 try setting as seen below: