This masterclass introduces new fur & hair grooming features in Houdini 16.5. The new features are first introduced individually, then put to good use in an examples project that simulates wet fur, with the fur being driven by velocities of a flip simulation. This also shows manipulation of wire simulation attributes as well as modifications to the hair generation in wet areas.
This webinar series focuses on the importance of generating good collision geometry for the various DOP solvers in Houdini. The majority of the effort will look at both Bullet collision geometry and FLIP colliding against static, deforming and height field colliders. We will also look at Particle collision geometry, both SDF and surface collisions and Pyro colliders.
We discuss a technique to deform your Yeti based hair styling by guiding grooms.
This way you are not forced to use guide nodes to groom your hair and you are still able to choose between corrective grooms and nhair simulation on a shot base.